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Gentlemen of Fortune

Fantasy on the High Seas


Table of Contents
Talents 15
Introduction 2 Equipment 16
Lore Overview 2 Ships & Vehicles 22
Custom Setting Rules 3 The Spellbook 24
Character Species 7 New Beginnings Adventure 29
Careers 12 Character Sheet & Reference Tables 46
Heroic Abilities 14

Gentlemen of Fortune
GENESYS 1
Introduction
G entlemen of Fortune (GoF) is a fantasy setting heavily
inspired by cinematic action/adventure movies and
TV shows. It’s also inspired by both the fictional and non
The other thing to keep in mind is a lot of the decisions
made were specifically with my players in mind. So a lot of
the rules, races, setting ideas, etc. were all made with our
fictional stories about pirates. The world itself has also been personal campaign in mind. Feel free to adjust anything as
sprinkled with elements from multiple different fantasy you see fit to fit your own game.
genres and my interpretation of them. You should see
familiar elements among the setting, but this is my
personal take on these themes. All of the mechanics were
created to help both the players and GM not only have
more fun, but also to help both get into the mindset of
what it’s like to live inside this setting. The world itself is
very open to interpretation and was made as a base to
evolve into a much larger world forged by the players’
choices.

Lore Overview: The World Of Karkuun


T he world of Karkuun is a place where anybody can
find fortune and freedom; if they’re not afraid of
getting their hands a little dirty. Ancient and powerful gods
As the human empire marched upon the world the
other races adapted in their own ways. Some fled to the
bottom of the ocean, some fled into jungles, some deep
forged the globe using the raw energy of the cosmos itself. below ground, and some even into the clouds themselves.
This process took millennia and drained the gods for much These monsters would find their own ways to tap into the
of their power. As the gods went into a slumber to mystical energy of Karkuun. Eventually these other races
recuperate their strength Karkuun continued to develop would band together in groups and take to the sea. They
and grow even without their oversight. Life forms began would combine their strength and head into human waters
to evolve and adapt to this young world, and even leaving to plunder and pillage every settlement they came across.
their own impact. As these living creatures gained As the other races began to declare their freedom all across
sentience they also learned how to tap into the well of human lands and seas the humans would create massive
mystical energy that the gods left behind. navies to hunt down and capture or kill these pirates.
As the gods continued their slumber various people and As the world became more and more unstable the gods
races forged their own destiny. Humans rose up as the finally awoke from their slumber. They were greeted with
dominant force on Karkuun; they most quickly adapted their world falling into near total chaos. Their plans and
and innovated on the world. They created schools that designs completely uprooted and warped. Some gods
taught magic, they created workshops that put out enjoyed this outcome while others were strongly against it.
weapons and tools at an alarming rate. Above all else This caused the gods to break off into their own groups
humans hated strange or different. Their prodigious ability and begin trying to push their personal influence into the
to adapt allowed them to conquer and control large world. After one-thousand years of chaotic conflict the
swathes of Karkuun. They forces other races towards the gods tired again and much of the resources had been spent
fringes of the world; into lands much harder to settle or by all sides. This is where the current age begins.
grow in. They felt their war machine unstoppable.

Gentlemen of Fortune
2 GENESYS
Over the course of the conflict these monstrous races All who sail the seas freely with monsters are deemed
had been able to form their own groups. Some even pirates by the human kingdom of Viragnar. These pirates
managed to carve out little civilizations for themselves. sail the seas without ties to any one land or people. The
While not all of these races agreed with each other or got world is ripe for those that are willing to risk it all to follow
along, they had a common foe in humans. Even through all their heart. In a world ravaged by conflict those that
of this even some humans began to learn that perhaps these become Gentlemen of Fortune have the freedom to choose
other races are not the monsters that society wants them to their own path.

D
think. There are tales that some humans may have even
boarded these pirate ships in search of knowledge,
freedom, or adventure.

Custom Setting Rules


D etailed below are new mechanics that either replace
or add to the base Genesys core rules. Unless noted in
each respective description these are in addition to the core
At the end of the session each player’s Notoriety resets
back to 0.

Genesys rules. Fame Rank


Fame Rank determines how popular or well known the
Roll The bones players have become. Exactly how the players become
When a player character or nemesis level NPC fails a skill famous determines how the world will react to them.
check they may may spend 1 story point to Roll The Bones Certain individuals may or may not help the players based
as an out of turn incidental to immediately succeed at the on their Fame Rank. It could be anything from being able
check, but at a cost. The player rolls 1 force die (d12 from to have others buy you a round of drinks at a local tavern,
the FFG Star Wars RPG) with the results determining how or an old merchant showing you a riddle nobody has been
severe the cost. 2 white pips means a very minor cost, 1 able to decypher. It also means the players will become
white pip means a minor cost, 2 black pips means a very bigger targets for Bounty Hunters and The Navy.
severe cost, and 1 black pip means a severe cost.
If a player is Rolling The Bones the GM presents what
Pirate Dream
the character must sacrifice (based on the force die roll) and Players select their desire as normal, but in Gentlemen of
the player has the option of either accepting or declining Fortune it functions a little bit differently. Think of Desire
the offer. If a player declines the offer the story point is still more as a character’s ultimate Dream or goal in life. It’s
spent and the check is resolved as a normal failure. If a usually something tangible and very personal to the
nemesis NPC is Rolling The Bones then the players choose character. It’s also something others can potentially exploit
the cost (based on the force die roll) and the GM has the using the normal social encounter rules. Every time a
option of either accepting or declining the offer as player character furthers their Pirate Dream it increases
described above. their individual Notoriety score.

World Notoriety Currency - Doubloons


Each player character has an individual Notoriety score he typical currency traded in Gentlemen of Fortune is
that starts at 0. Each player’s score adds together to create Silver Doubloons. There are other types of
the World Notoriety score for the entire party. Every time doubloons/currency, but all of the base costs were based on
a player completes an adventure or session that furthers Silver Doubloons. Gold Doubloons are worth 10 times as
their Pirate Dream their Notoriety increases adding to the much as Silver Doubloons, but can vary in value wildly
party total. Once they party’s World Notoriety score depending on where they are traded. Gold Doubloons are
exceeds 100 the characters increase their Wound Threshold generally worth significantly more outside of Viragnar
and Strain Threshold by 2 for the remainder of the session waters because of heavy taxes and tariffs on gold and other
and gain 1 Fame Rank. When this happens the GM should valuables. Doubloons are minted and managed by banking
have something particularly big or epic happen before the families from within the Viragnar Empire.
end of the session; such as a famous rival being defeated,
Player characters begin the game with 1,000 Silver
gaining the support of a local noble, or discovering a cursed
Doubloons to purchase gear and whatever they have left
treasure map.
carries over into the game.
Gentlemen of Fortune
GENESYS 3
Treasure Rating Heroic Ability
In addition to the standard currency of Doubloons players Gentlemen of Fortune uses Heroic Abilities as listed in the
will amass all sorts of different jewels, gems, treasures, etc. Realms of Terrinoth book.
This is represented by the party’s Treasure Rating. This
rating starts at 0 and grows as the party collects all types of Illeteracy
valuables. There is no conversation rate of Treasure Rating Player characters have the option of making their character
to Silver Doubloons so all transactions using Treasure illiterate for 5 additional starting experience during
Rating must be handled by bartering and skill checks. Every character creation.
1 Treasure Rating is equal to 10 encumbrance.
Song and Dance Number
New Weapon Quality - Black Powder If every player in the session breaks into song and
Weapons with the Black Powder quality can run out of completes one pirate shanty together; every player earns an
ammo with hhh as apposed to d. additional 5 experience for the session. Can only be earned
once per session.
Magical Implements
Magical Implements are restricted by magical skill on an
individual basis. The equipment section details which
implements can be used by which magic skills.

Skills
SKILL CHARACTERISTIC TYPE SKILL CHARACTERISTIC TYPE
Alchemy Intellect General Mysticism Intellect Knowledge

Athletics Brawn General Navigation Intellect General

Brawl Brawn Combat Negotiation Presence Social

Carpentry Intellect General Perception Cunning General

Celestial Willpower Magic Primordial Cunning Magic

Charm Presence Social Ranged Agility Combat

Coercion Willpower Social Resilience Bawn General

Cool Presence General Sailing Intellect/Agility* General

Coordination Agility General Skulduggery Cunning General

Deception Intellect Social Smithing Intellect General

Discipline Willpower General Statecraft Intellect Knowledge

Gunnery Agility Combat Streetwise Cunning General

Leadership Presence Social Survival Cunning General

Medicine Intellect General Vigilance Willpower General

Melee Brawn Combat Voodoo Intellect Magic

Minstrel Presence Magic Warfare Intellect Knowledge

Gentlemen of Fortune
4 GENESYS
Skill Descriptions
T his document is only going to go into detail on the
new or changed skills in Gentlemen of Fortune.
Unless specifically called out the skills work the same as the
Minstrel has access to the Augment, Curse, Dispel,
Heal, Mask, & Utility magic actions.

Genesys core rule book. Your character should use this skill if...
• Your character wants to heal allies with a magical song.
Carpentry (Intellect) • Your character wants to demoralize enemies with a depressing
poem.
The Carpentry skill is one half of what is the Mechanics • Your character needs to counter a spell caster with interpretive
skill in the Genesys core rule book. Carpentry is primarily dance.
used to maintain vehicles and structures. This is the skill
check used when repairing or building ships and structures. Your character should not use this skill if...
It handles the structural maintenance of everything • Your character barters with ghosts or ghouls.
surrounding those areas. • Your character wants to create magical barriers.

Your character should use this skill if...


Mysticism (Intellect)
• Your character needs to repair a damaged ship, wagon, or
This knowledge skill is used as the associated knowledge
structure.
• Your character needs to sabotage a ship, wagon, or structure.
skill for magical actions. It’s also necessary in the creation of
• Your character wants to design a new ship or building. magic items and to understand magical effects and
anomolies.
Your character should not use this skill if...
Your character should use this skill if...
• Your character wants to make or repair guns, swords, or other
gear. • Your character is trying to identify the magic used in a spell.
• Your character needs to do routine ship maintenance in normal • Your character needs to interpret an ancient magical ritual.
conditions. • Your character needs to know the ritual to disenchant an ancient
curse.
Celestial (Willpower) Your character should not use this skill if...
This is the skill used to tap into the power of divine beings,
• Your character needs to know which fork to use for salad.
either holy or unholy. To use this skill a character must
• Your character is between two ships and needs to find the safest
have gained the favor of a powerful and ancient entity. If path out.
the character does not follow the tenants of the deity then
their magical ability can be weakened or even removed.
Celestial has access to the Attack, Augment, Barrier,
Navigation (Intellect)
Curse, Heal, Predict, & Utility magic actions. Navigation is used to read maps, plot courses, and
determine direction. It’s the main skill used when trying to
Your character should use this skill if... get from point A to point B without getting lost. It can also
be used read the stars and constellations to determine
• Your character wants to smite enemies of their faith.
• Your character needs the power of divine beings to bolster their
direction and course.
allies.
Your character should use this skill if...
• Your character wants to gain the power of extra-planar beings.
• Your character needs to decipher the location of treasure on a
Your character should not use this skill if...
map.
• Your characters wants to counter enemy spells. • Your character would like to recognize and use constellations.
• Your character wants to summon creatures for aid. • Your character needs to plot a course in stressful conditions.

Your character should not use this skill if...


Minstrel (Presence)
• Your character wants to control the direction of the ship.
This skill is used to cast magic with the power of creativity, • Your character travels a well-known route under normal
art, or entertainment. When this skill is selected the conditions.
character must decide how they utilize their magical ability
(song, dance, poetry, musical instrument, etc.) as this will
determine expenditure of advantage, threat, etc.
Gentlemen of Fortune
GENESYS 5
• Your character needs to repair a ship or building.
Primordial (Cunning) • Your character wants to identify a weakness in a ship or structure.
This magical skill taps into the very foundations of life
itself. You can use this skill to conjure the elements or Statecraft (Intellect)
summon powerful storms. Primordial casters also tap into Statecraft is used for understanding political structures and
the different spirits of nature, communing with them for helps with political situations. This skill is used for
aid. Primordial has access to the Attack, Augment, understanding the proper etiquette and procedure when
Conjure, Heal, Transform, & Utility magic actions. operating in formal, political, or even piratical affairs.
Your character should use this skill if... Your character should use this skill if...
• Your character wants to control the weather & blow an enemy • Your character wants to identify a jolly roger.
ship off course. • Your character wants to know the best gift to get a governor.
• Your character wants to harness the natural elements. • Your character wants to know if a certain behavior is a social faux
• Your character wants to commune with nature itself. pas.

Your character should not use this skill if... Your character should not use this skill if...
• Your character makes pacts with a single powerful entity. • Your character needs to discern a magical trap.
• Your character perverts life and disturbs the natural order. • Your character wants to know the military strategy of a nation.

Sailing (Intellect/Agility) Voodoo (Intellect)


Sailing is used to control all types of wind powered The Voodoo skill relies on centuries of tradition and the
vehicles. This skill has a unique quality compared to other dark arts to function. It also calls for lots of different kinds
skills; if using a silhouette 2 or smaller sailing vessel the of magical ingredients, rituals, and incantations.
Agility attribute is used. If using a silhouette 3 or larger Practitioners of Voodoo primarily focus on manipulating
sailing vessel the Intellect attribute is used. the raw magical energy in the air and communing with
departed souls. Voodoo has access to the Attack,
Your character should use this skill if... Barrier, Conjure, Curse, Dispel, Mask, Predict, &
• Your character needs to outrun a pursuing ship. Utility magic actions.
• Your ship must survive hurricane conditions without losing the
mast. Your character should use this skill if...
• Your ship needs to dock into a tight space.
• Your character wants to summon spirits and broker deals.
Your character should not use this skill if... • Your character wants to curse enemies with misfortune.
• Your character wants to enchant objects with charms of
• Your character performs basic docking procedures. protection.
• Your character wants to operate the cannons on the ship.
Your character should not use this skill if...
Smithing (Intellect) • Your character wants to manipulate the elemental forces of
nature.
The Smithing skill is one half of what is the Mechanics skill
• Your character wants to sing a lullaby to put people to sleep.
in the Genesys core rule book. This skill is used to make
weapons, armor, and gear. Carpentry is used to build and
maintain the boat, Smithing is used to fill the boat with Warfare (Intellect)
cannons, cannon balls, and an armory stocked with Warfare is used to understand and properly utilize combat
cutlasses. strategy. This is the skill used for making sure ships are in
proper formation or if there is a weakness in your
Your character should use this skill if... opponent’s strategy.
• Your character needs to craft or repair cannons, ammo, swords,
Your character should use this skill if...
or other gear.
• Your characters needs to create a gadget to solve a puzzle. • Your character wants to identify a hole in an enemy formation.
• Your character needs to identify parts or tools for a crafting • Your character wants to recall a famous battle.
project. • Your character needs to identify the safest path through a canyon.

Your character should not use this skill if... Your character should not use this skill if...
• Your character needs to recall the previous governor.
• Your character needs to identify an incoming magical
Gentlemen of Fortune bombardment.
6 GENESYS
Character Species
All Dalisilva have some knowledge of either magic or
Nani'mar (Sea Dwarves) herbalism. It’s a constant part of their daily routine. They
The Nani’mar or Dwarves of the Sea are some of the some are extremely superstitious and there is little they don’t
of the most common monster sightings for many human consult the spirits for. The tribe one hails from mostly
ships. These dwarves found the ocean floor to be a safe determines whether they lean more towards nature or
place to grow and adapt. Their skin ranges from different otherworldly spirits for guidance. It’s not uncommon to see
shades of blue to green and they have thick beards made of a Dalisilva slave on a navy vessel. They are prized by the
seaweed. They generally wear netting, rope, and loose cloth Viragnar Navy for their natural affinity towards magic.
that they cobble together from their quarry. Their society is
broken into two groups; crafters and raiders. The leaders of
each are chosen by lineage and each leader assigns different
Dalisilva Ability
noble houses to different tasks. 1 2 2 3 2 2
The raiders are tasked with going to the water’s surface
and dismantling and retrieving anything they can find.
• Wound Threshold: 10 + Brawn
They bring these materials back to the crafters in massive • Strain Threshold: 11 + Willpower
undersea forges. Nani’mar have constructed massive • Starting Experience:: 90 XP
undersea foundries that use volcanic vents and controlled • Starting Skills: Mysticism or Alchemy
changes in water pressure to hammer and smelt materials. • Ritualistic Constitution: Dalisilva have developed strong
Dwarven craftsmanship is some of the rarest and most stomachs after consuming all manner of vile brews for their
valued in all of Karkuun because these conditions can not sacred rituals. When making checks to resist the effects of poison
or disease they add b
b.
be mirrored anywhere else.

Nani'mar Ability Volluti Bolett (Swamp Orcs)


You won’t find any other creature on Karkuun more
2 1 2 2 3 2 reviled than Volluti Bolett. The swamp orcs have become a
nuisance to almost every other sentient race at least once.
They range in color from brown to green with there have
• Wound Threshold: 12 + Brawn even been sightings of gray or black orcs. Each colony of
• Strain Threshold: 8 + Willpower orcs is lead by the oldest and biggest one among them and
• Starting Experience:: 85 XP is known as the Nob. The Nob must select a Swamp
• Starting Skills: Coercion or Discipline Speaker from among those that show magical talent to
• Dark Vision: Nani'mar have developed special vision to help
tend and grow the home swamp.
them see in the dark abyss at the bottom of the ocean. When
making skill checks they remove up to b bbb imposed due to The reason Volluti Bolett have become such a nuisance
darkness.
is because they are a type of sentient, violent, smelly, rude,
• Amphibious: Nani'mar can breathe underwater without penalty
large fungus. Swamp Speakers help guide spores to a good
and never suffers movement penalties for traveling through
water.
spot where more orcs can grow. Once a Swamp Speaker
has laid the foundation there is no removing it. The only
Dalisilva (Jungle Elves) saving grace is that different home swamps don’t typically
These elves have made their homes in deep jungles and band together with the opposing Nobs just fighting to the
rain forests all across Karkuun. They have survived by death.
relying on ancient rituals, traditions, and magic. Most are
very tall and slender with skin tones similar to those of
humans along with their signature pointed ears. They also
typically have tribal tattoos and markings on their body;
which their clothing is designed to accentuate. Tribal
decisions are made in massive ritual circles where a Spirit
Speaker opens a door to the other side. Where they seek
guidance from ancestors and spirits.

Gentlemen of Fortune
GENESYS 7
Volluti Bolett Ability Angv'ir (Lamia, Half-Snake)
The Angv’ir are a vexing and troublesome monster for all
3 2 2 2 2 1 different races, not just humans. They are snake from the
waist down and human from the waist up. They come in a
large assortment of different colors that match the
• Wound Threshold: 10 + Brawn environment they were born in. The patterns on their
• Strain Threshold: 10 + Willpower scales also continue onto their human torso. The only part
• Starting Experience:: 90 XP above the waist that is not human is their forked tongue.
• Starting Skills: Survival or Warfare Angv’ir typically live solitary lives and don’t generally form
• Fungal Regeneration: Whenever a Volluti heals wounds due
into groups.
to natural rest, they heal 1 additional wound. They do not recover
1 additional wound when receiving first aid or medical treatment. The reason Angv’ir are so worrisome is because their
They can also regrow lost limbs, which takes roughly a month
eyes and form are mesmerizing to all that gaze upon them.
before the limb is usable.
They have an uncanny ability to lower the guard of
Rana’sag’venu (Poison Frogs) unsuspecting prey making for easy meals. Because of this
the Angv’ir are one of the oldest surviving races. Some
These small frog creatures have both a sad and happy
history. They are famous for being very friendly and open, even dare to seek them out for ancient wisdom or
but are one of the most hunted monsters on Karkuun. knowledge they might know. Or perhaps this is just a
Rana’sag’venu come in a wide variety of colors and almost rumor to send prey into the lair of an Angv’ir.
always consist of two or three colors in various patterns.
They can range into any combination of yellows, blues, and Angv'ir Ability
red and are always brightly colored.
2 1 2 2 2 3
Their most powerful defensive technique is also the
reason they are so treasured. Each Rana’sag’venu secrete a
• Wound Threshold: 8 + Brawn
powerful toxin all over their body. They have learned how
• Strain Threshold: 11 + Willpower
to control this ability to some extent, gaining the ability to
• Starting Experience:: 90 XP
brew potent elixirs and even coat weapons. Unfortunately • Starting Skills: Deception or Athletics
other groups have figured out how to do this as well. They • Tongue Scent: The forked tongue of Angv'ir allow them the
are regularly hunted for this powerful hallucinogen that ability to accurately sense nearby prey. When making skill checks
can be used to make poisons or recreational thrills. they remove up to b bb b imposed due to darkness
• Grapple: Angv'ir may suffer 2 strain to use this talent. Until the
Rana’sag’venu Ability start of your character's next turn, enemies must spend two
maneuvers to disengage from your character.
2 3 1 2 2 2

• Wound Threshold: 6 + Brawn


• Strain Threshold: 11 + Willpower
• Starting Experience:: 90 XP
• Small: Silhouette 0
• Starting Skills: Athletics or Charm
• Jungle Adaptation: The Rana have adapted to living in deep
jungles and rain forests. When making skill checks, they may
remove b b imposed by conditions in jungle environments.
• Hallucinogenic Toxin: Rana may spend 1 maneuver to secrete
a toxin that can be applied as any normal poison. The poison
triggers a Hard d dddd d Resilience check. If failed the target
of the poison is Disoriented for 3 rounds.

Gentlemen of Fortune
8 GENESYS
Corv'ir (Cursed Half-Crow)
One of the newer races is the Corv’ir, they’ve only been
around for 150 years or so. They are roughly human sized
but are frightening to behold. They have the features of a
Co'nilepu Ability
human, but twisted into the shapes of a crow. They have
long sharp talons and pointed beaks. Their arms are
2 2 3 2 1 2
crooked and have deformed wings that can not fly. Even
their voice has a high pitched shriek that is harsh and • Wound Threshold: 12 + Brawn
grating. • Strain Threshold: 10 + Willpower
• Starting Experience: 90 XP
The tales say that a group of humans angered a god by • Small: Silhouette 0
defiling an ancient shrine. For their transgression everyone • Starting Skills: Perception or Coordination
in their party was cursed, and all of their progeny would • Freerunning: Co'nilepu may suffer 1 strain when making a
share their fate. Corv’ir have continued to grow in small Move maneuver to move to any location within short range.
numbers, but the dark presence that surrounds them will
follow them wherever they go. This causes many of them
to turn to piracy for survival.

Corv'ir Ability
2 2 2 3 2 1

• Wound Threshold: 10 + Brawn


• Strain Threshold: 9 + Willpower
• Starting Experience:: 95 XP
• Starting Skills: Alchemy or Stealth
• Dark Aura: Corv'ir have an unnatural aura surrounding them
causing great unease when interacting with other races. They add
b
b to any social skill checks targeting them.
• Talons: Corv'ir have razor sharp talons. When making an
unarmed combat check, they add +1 to their base damage and
have a Critical rating of 3.

Co'nilepu (Wise Rabbits)


Also known as food to many other races the Co’nilepu are
one of the older races along side Angv’ir. They are small
rabbit humanoids that typically walk around on two legs,
but run on all four. Their fur coats can range from browns
to whites and different patterns in between. They are
among the more civilized of monsters and are typically
seen wearing very dapper button-up shirts, ties, vests,
coats, and suits. Each warren is lead by a council of
librarians; the head of which is known as the Dean. If one
manages to live long enough each member serves a 4 year
term.
Co’nilepu are renowned for their academic pursuits.
Stories say that the older warrens have tunnels that go for
hundreds of miles. Each warren also functions as a library;
a culmination of the wisdom and research each Co’nilepu
has devoted their time to. They are also prized for their
meat and fur coats causing large natural predators and
other races to hunt them constantly and leading to low life
expectancy.
Gentlemen of Fortune
GENESYS 9
Primvir (Humans) Der'certi Ability
The Humans are some of the most prolific and
recognizable beings on Karkuun. They are highly adaptable 2 2 2 1 3 2
and come in a wide assortment of different skin tones,
heights, hair colors, etc. Where a Primvir comes from is
• Wound Threshold: 12 + Brawn
the primary factor in determining their physical traits. The • Strain Threshold: 9 + Willpower
empire of Viragnar is the most well known human • Starting Experience:: 85 XP
civilization with an emperor at the head. This emperor • Starting Skills: Smithing or Resilience
then appoints vassals to oversee different provinces. Each • Amphibious: Der'certi can breathe underwater without penalty
province elects senators that work under the vassal of the and never suffers movement penalties for traveling through
province. While the senators vote on various laws and water.
• Bite: Der'certi gain the following weapon profile. Bite (Brawl;
regulations the vassal has ultimate veto power, with the
Damage +1; Critical 3; Range [Engaged]; Pierce 2).
Emperor having absolute rule.
While Viragnar is the most famous and powerful
Primvir nation it is not the only one. There are many
smaller tribes of humans spread throughout Karkuun. One
of the most notorious are the Gnaq'ispre, the Gnashing
Vikings. Nobody knows what island they sail from, but
they are famous for pillaging their way across the White
Sea. Many also worship the pirate god Tyr, patron of
freedom.

Primvir Ability
2 2 2 2 2 2

• Wound Threshold: 10 + Brawn


• Strain Threshold: 10 + Willpower
• Starting Experience:: 110 XP
• Starting Skills: Two different non career skills.
• Ready for Adventure: Once per session as an out-ofturn
incidental, a Human may move one Story Point from the Game
Master's pool to the players' pool. Ocunis (Cyclops)
These massive muscular monsters send shivers to many
Der'certi (Sharptooth Crocks) that lay their eyes upon them. One of the tallest of sentient
These people are one of the more misunderstood species monsters standing at least 6' 8" in height with a wide frame
on Karkuun. Der'certi are generally very tall and imposing to match. They generally come in pink, brown, and orange
standing anywhere from 5' 11" up to 6' 4". Their bodies are fleshy tones. Some are said to have horns or tusks, but their
made of a thick leathery hide and layered with variations of most prominent feature is the one large eye in the center of
green, brown, and white scales. They primarily live in and their forehead. The Ocunis are found on small remote
around the island of Austrulium either in huts on land or islands spread across the Jagged Sea. It's rare to see more
undersea alcoves. Each person is in charge of their own than two or three congregate on the same island.
home and all the homes work together.
Many believe that the Ocunis guard ancient long lost
The ancestor Der'certi are famous for their artistic treasure from the ships claimed by the Jagged Sea. It's said
works; primarily in the form of sculptures, murals, carving, they hoard this treasure jealously and brutally slay any who
and mosaic works. Their teeth are famous for being some come near. Their massive eye ever watchful for intruders.
of the sharpest objects on all of Karkuun. As Humans Wethere the tales are true or not has not stopped many
encroached more and more into their territory their artistic from seeking out islands where Ocunis make their home in
tools soon became tools of war. One of the other major the hopes of finding riches beyond their wildest dreams.
contributing factors is the dread pirate Captain Snapjack is
a Der'certi himself.

Gentlemen of Fortune
10 GENESYS
Ocunis Ability Golem Ability
3 2 1 2 2 2 1 1 1 1 1 1

• Wound Threshold: 8 + Brawn • Wound Threshold: 10 + Brawn


• Strain Threshold: 12 + Willpower • Strain Threshold: 10 + Willpower
• Starting Experience:: 90 XP • Starting Experience:: 175 XP
• Starting Skills: Perception or Vigilance • Imprinted Skills: After selecting their career, Golems may
• Strong Back: Ocunis calculate their encumbrance threshold as train one rank in six of the eight career skills (instead of the usual
10 + Brawn. four)
• Artificial Construct: Golems do not need to eat, sleep, or
breathe, and are unaffected by toxins and poisons.
• Inorganic: Since Golems are inorganic, they do not gain the
benefits of recovering wounds with Barber's Grog. They are
“healed” by using the Smithing skill instead of the Medicine skill.
Golems also increases their soak by one.

Golem
These automatons come in many different forms across
Karkuun; some simple and some more complex. They all
share some traits in common; all Golems are a mix of both
craftsmanship and powerful magics. The simpler Golems
are forged out of stone, wood, or maybe even gems. The
more complex Golems can be made from coalesced fire,
lightning, water, tar, or even flesh. They are made for made
for a specific purpose and are magically programmed to
fulfill that purpose.
Every so often these Golems seem to develop some
level of sentience. It is rare and mystic masters around the
world have not yet been able to determine exactly how it
happens. It can happen at any point in a Golem's life, even
at their creation, or it may never happen at all. Sentient
Golems are always treated cautiously, as nobody truly
knows how one might handle the idea of their brothers
and sisters being bound to servitude.

Gentlemen of Fortune
GENESYS 11
Careers
Captain Storm Caller
Career Skills: Charm, Cool, Discipline, Leadership, Career Skills: Coercion, Discipline, Melee, Mysticism,
Melee, Perception, Sailing, Warfare Perception, Primordial, Resilience, Survival
Every ship needs a captain; somebody who can make the Storm Caller's come in many different forms across
tough decisions in the heat of battle. The Captain career Karkuun; some use their power in small ways while others
brings together all of the skills any aspiring captain needs to much more boisterous. All Storm Caller's share in their
know. Captains need to be able perform most tasks on a ability to control weather patterns and elements. These
ship, be the face of the crew, and make sure the plunder powerful natural casters harness the power of rain, wind,
flows like water. They need to make sure that every ship and lightning above all else. A ship with a powerful Storm
they chase is a battle the crew can win. If they don't fulfill Caller will always have favorable wind.
these duties then mutiny will surely fill the minds of every
crewman.

Helmsman
Career Skills: Carpentry, Coordination, Discipline,
Gunnery, Melee, Navigation, Sailing, Vigilance
At the steering wheel of every sea-worthy vessel stands the
Helmsman. This person is charged with making sure the
ship is always moving properly. Whether that means
staying along the charted course, navigating through a
shallow reef, or dodging cannon fire from a Navy Galleon.
Helmsmen are also famous for being able to help maintain
the ship; everybody knows that a sinking ship is much
harder to steer.

Quartermaster
Career Skills: Brawl, Coercion, Cool, Negotiation,
Ranged, Smithing, Statecraft, Streetwise
Escapeer
The person in charge of making sure everybody gets a fair Career Skills: Cool, Coordination, Negotiation,
share of the plunder and that the crew is happy is the Ranged, Skulduggery, Stealth, Streetwise, Vigilance
Quartermaster. If a ship has a captain then it should
definitely have a quartermaster to keep them in check as This career is sometimes referred to as the "Profession of
well. This is also the person who makes sure the Articles of Cowards" by those less informed. Escapeer's merely just
Agreement are followed fairly. It's also not uncommon to have a stronger survival skill compared to some of the
see the quartermaster to oversee the food, drink, and gun more foolhardy careers. Escapeer's are masters of safely
stores. navigating over, under, through, around, and past almost
any situation. Whether it be a pitfall trap or just a boring
conversation the Escapeer knows how to safely get out of
it.

Gentlemen of Fortune
12 GENESYS
The Musician is just as respected as the Barber on any
Scythian pirate ship. The months at sea are long, dirty, and boring;
Career Skills: Athletics, Brawl, Coercion, Melee, the musician makes sure that everyone is entertained and
Ranged, Sailing, Vigilance, Warfare moral is high. Low morale leads to death when you make
your living as a privateer.
Scythian are some of the most feared combatants in all of
the sea. Also known as Ocean Amazons these primarily
female warriors are extremely versatile. Moany of the
Shipwright
common ship combat maneuvers are based on ancient Career Skills: Athletics, Carpentry, Leadership,
Scythian tactics. They are masters at quickly boarding Navigation, Negotiation, Ranged, Sailing, Smithing
enemy ships and bringing them to bear. Any pirate crew A Shipwright has the very important task of making sure
with one of these warriors on board is to be feared. the entire boat doesn't turn into one giant bilge. They are
experts in ship design and craftsmanship. When you're on
a pirate ship there's all sorts of customization the boat is
going to need to accommodate such a life style.

Surgeon/Barber
Career Skills: Cool, Discipline, Medicine, Melee, Witch Doctor
Resilience, Statecraft, Survival, Vigilance Career Skills: Alchemy, Deception, Mysticism,
This is the most sought after role on any pirate ship, bar Resilience, Skulduggery, Stealth, Vigilance, Voodoo
none. A crew is no good full of holes and missing limbs. Far and away from the Sages of the Viragnar Empire these
Although treasured by any ship this is one of the most casters draw from ancient rituals and superstition. Witch
gruesome careers. Surgeon's have to contend with not just Doctors use all manner of bones, hair, and even limbs to
all manner of disease and injury, but do so with a pistol in cast powerful banes on the enemies and boons on their
their hand and a cutlass in their teeth. allies. Some very skilled Witch Doctors even boat about
their big group of friends on the other side. If properly
Powder Monkey sated these souls can be powerful allies, but if not they
Career Skills: Discipline, Gunnery, Perception, Ranged, quickly become terrifying enemies.
Sailing, Smithing, Vigilance, Warfare
Powder Monkeys are believed to be one of the more fun
War Priest of Tyr
jobs on a ship, but it's not all big explosions. If you don't Career Skills: Athletics, Celestial, Coercion, Discipline,
handle a cannon properly it can blow up in your face. The Melee, Mysticism, Vigilance, Warfare
constant ringing in one's ears is also not too pleasant. But if The Order of Tyr has been around longer than many other
you can mind the danger and don't mind going deaf; there holy orders. Their teachings follow in the footsteps of the
are few roles more fun than blasting clean through a mast god Tyr; god of justice and freedom. War Priests seek to
with an 8 pound ball of iron. hone their minds and boledies in battle by following the
virtues of Tyr. They seek to make sure freedom is
Musician experienced by all and oppressive forces be dealt with
Career Skills: Charm, Cool, Deception, Minstrel, swiftly and harshly. It's said that they can even channel the
Mysticism, Negotiation, Skulduggery, Streetwise power of the god himself.

Gentlemen of Fortune
GENESYS 13
Heroic Abilities
T hese are some examples of new Heroic Abilities.
Players may also choose any Heroic Ability listed in
the Realms of Terrinoth core rule book in addition to any
Base: While this ability is active, your character increases
the range of all weapons that use the Gunnery skill by
one whenever making checks with them.
of the ones listed below. They follow all of the normal
Heroic Ability rules as listed in Realms of Terrinoth. Improved: While this ability is active, your character
may remove up to bbb from Gunnery checks.
Sensational Sailing Supreme: While this ability is active, your character may
There are tales throughout all of the ocean of sailors that decrease the difficulty of Gunnery checks by one and may
perform legendary deeds. Whether it's dropping the
downgrade a c c to a d d as part of the check.
anchor for a sharp turn, or going full speed over a sand bar,
few sailors can perform these feats without losing their
ship in the process. Some achieve the ability to pull off
these moves by years of training and hard work. Others
take the route of powerful magic items that they say "bring
the ship to life" and move in strange ways.
Base: While this ability is active, your character may
automatically succeed on the Dangerous Driving action
once per turn without the need to roll.
Improved: While this ability is active, your character
may take a second vehicle maneuver without the vehicle Reckless Defense
suffering system strain. For those of the less selfish nature they put the lives of
other above their own. The drive and will to put oneself in
Supreme: While this ability is active, your character may
the line of fire to protect another is not a common trait on
perform the Dangerous Driving action as a maneuver.
this harsh world. Those who have the ability to act before
they think can ensure that another's life will not be taken.
Some have even gone even further, honing the ability to
defend others at the cost of your own safety.
Base: While this ability is active, whenever an ally within
short range is targeted by a combat check your character
may move into engaged range with the ally and take the
check instead. This Heroic Ability can be activated as an
out-of-turn incidental and the effect is only usable once per
round.
Improved: When the base effect is activated your
character may move the targeted ally one range band. They
Crack Shot may also activate the base effect one more time per round.
Mastery over cannon fire can be the deciding factor in
many ship to ship conflicts. The most skilled cannoneers Supreme: When the base effect is activated your
know how to get the full benefit out of their artillery. character gains +6 Soak just for the single combat check.
They're usually experts at reading the wind and calculating
the best angle by instinct alone; or maybe it's just pure
dumb luck. Either way those with this level of ability are
not to be trifled with.

Gentlemen of Fortune
14 GENESYS
Talents
T his section describes any custom or clarified talents
for the Gentlemen of Fortune system. Most talents
listed in the core Genesys rule book, Realms of Terrinoth
Rope Monkey
rule book, and Secrets of The Crucible rule book are valid Tier: 2
in Gentlemen of Fortune. The GM has final say on what Activation: Active (Maneuver)
talents are or are not valid. Ranked: No
Cause a ship you're currently on to suffer 2 system strain to
Tier 1 perform the Rope Monkey maneuver to move to any
location within Close range.
Finesse Tier 3
Tier: 1
Activation: Active (Incidental) Full Sail
Ranked: No
When making Brawl or Melee checks, your character may Tier: 3
use Agility instead of Brawn. Only usable with Activation: Active (Action)
encumbrance 2 or lower weapons. Ranked: No
While sailing your character may use this talent to make a
Natural Melee Weapon Hard (ddd
ddd) Sailing check. If successful, the top speed of
the ship increases by one (to a maximum of 5) for a number
Tier: 1 of rounds equal to your character’s Cunning.
Activation: Passive
Ranked: No Tier 4
Your character gains an innate Brawl weapon a base
damage of +1 and & a Critical Rating of 3. Defensive Sailing
Tier 2 Tier: 4
Activation: Passive
Daring Sailor Ranked: Yes
Increase the defense of any ship your character sails by one
Tier: 2 per rank of Defensive Sailing.
Activation: Active (Incidental)
Ranked: Yes Tier 5
Before your character makes a Sailing check they may add a
number of h to the results to use this talent to add an Devil's Dice
equal number of s. The number may not exceed your
character’s ranks in Daring Sailor. Tier: 5
Activation: Active (Incidental)
Natural Ranged Weapon Ranked: No
Whenever your character Rolls The Bones they may
Tier: 2 spend 2 strain to roll 3 bone dice instead of the normal 1.
Activation: Passive They can choose any of the three dice to use for their
Ranked: No bargain.
Your character gains an innate Ranged weapon with a base
damage of Brawn +3 with a Critical Rating of 4, & a range
of Short.

Gentlemen of Fortune
GENESYS 15
Equipment
D etailed in this section is the different types of
equipment found in the land of Karkuun. I will only
be going into detail on weapons with special mechanics.

Weapons & Armor


Melee Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Cutlass Melee +3 2 Engaged 1 200 2 Defensive 1

Boarding Axe Melee +2 3 Engaged 2 170 1 Pierce 1, Vicious 1

Dagger Melee +2 3 Engaged 1 80 1 Accurate 1

Boaridng Pike Melee +4 4 Short 4 170 2 Prepare 1

Buckler Melee +0 6 Engaged 1 50 1 Defensive 1, Deflection 1, Inaccurate 1, Knockdown

Dussage Cutlass Melee +3 1 Engaged 2 1750 6 Vicious 3, Pierce 2

Cestus Brawl +1 4 Engaged 1 90 2 Disorient 3

Chakram Melee +2 3 Engaged 1 175 6 Unwieldy 3, Linked 1

Rapier Melee +2 3 Engaged 1 240 4 Pierce 2, Accurate 1

Boarding Pike
A boarding pike can be used to make melee attacks against
targets at short range (the difficulty remains Average
[dd
dd]), but it cannot be used to attack engaged targets.

Dagger
Daggers can be thrown using the following profile:
(Ranged; Damage +2; Critical 3; Range [Short]; Accurate 1,
Limited Ammo 1).

Gentlemen of Fortune
16 GENESYS
Ranged Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Pistol Ranged 6 3 Medium 1 300 3 Black Powder

Musket Ranged 8 3 Long 4 750 4 Black Powder, Pierce 1

Longbow Ranged 7 3 Long 3 450 2 Unwieldy 3

Hand
Ranged 5 2 Short 2 200 2 Pierce 1, Prepare 1
Crossbow

Boomstick Ranged 6 3 Short 3 900 5 Black Powder, Blast 4, Knockdown, Vicious 2

Bottle
Ranged 6 3 Medium 1 50 5 Blast 6, Limited Ammo 1
Grenade

Concussive 2, Cumbersome 4, Limited Ammo 1, Knockdown,


Hand Cannon Gunnery 12 2 Medium 8 2650 8
Inaccurate 3, Breach 1

Armor
TYPE DEFENSE SOAK ENCUMBRANCE PRICE RARITY
Heavy Clothes 0 +1 3 50 1

Plate 1 +2 4 1000 6

Leather 1 +1 2 450 4

Flared Blouse 1 0 1 40 1

Chainmail 0 +2 3 500 4

Gentlemen of Fortune
GENESYS 17
Gear
G ear is handled a little bit differently in Gentlemen of
Fortune compared to the Genesys core rules. A pirate
can't be worrying about every tiny detail of gear, she has
Cooper's Kit
This kit contains everything a cooper needs to maintain
much more important things to keep track of. So listed the ship, and thus it's primarily used for carpentry skill
below in the gear table are a series of kits that one can checks. Some examples of items contained in this kit...
purchase. These kits give you all the tools and items needed Needle & Thread, Hammer, Saw, Ramming Iron, Pitch
to accomplish various tasks in the game. The list of items Ladle, Oakum, Belaying Pin, Marlinspike, Rope
with each kit is just a series of examples of items found in
each kit and is not an exhaustive list. When purchased the
kit also comes with a backpack.
Smithing Kit
This kit contains everything a person needs to craft small
items. It's primarily used for smithing skill checks. Some
Gear examples of items contained in this kit... Hammer, Tongs,
ITEM ENCUM PRICE RARITY Coal, Apron, Flint & Steel, Anvil, Knife, whetstone,
Navigator's Kit 3 450 6 quenching oil.

Cooper's Kit 5 250 1


Alchemist Kit
Smithing Kit 6 270 2 This kit contains everything one would need to brew a
Alchemist Kit 4 375 4
potion. It's primarily used for alchemy skill checks. Some
example of items included in this kit... Alchemy Set, Flasks,
Barber Kit 3 300 3 Parchment, Pen, Tongs, Spoon, Flint & Steel, Barrel,
Survival Kit 4 230 2
Shovel.

Priest Kit 3 325 5 Barber Kit


Mystic Kit 3 325 5 This kit contains everything a person needs to perform
Merchant's Kit 3 370 4
medical assistance as well as keep hair and beards trim.
Many of the tools in this kit look very similar to the tools in
Spyglass 1 200 4 the cooper's kit. This kit is primarily used for medicine skill
Fine Clothes 2 180 4
checks. Some examples of items included in this kit...
Needle & Thread, Saw, Pliers, Knife, Bandages, Barber’s
Rope 1 5 1 Grog (3), Bottle of Whiskey, Barrel of Leeches.
Backpack +4 50 3
Survival Kit
Barber's Grog 0 50 2
This kit contains everything a person needs to survive for
Extra Powder 1 50 2 some time in the wild. This is primarily used with survival
checks. Some examples of items included in this kit... Tarp,
Torches (3) 1 5 1
lodestone, Flint & Steel, Knife, Torch (3), Net, Rope,
Lantern 1 50 1 Waterskin, Blanket
Thieves Tools 1 0 1
Priest Kit
Pocket Watch 0 400 6
This kit contains everything a religious individual would
need to express and follow their faith. Some examples of
Navigator's Kit items included in this kit... Holy Water (3), Religious Texts,
Incense, Candles, Vestments, Religious Symbol, Chalk
This kit contains everything a pirate needs to plot a safe
course and read the stars. It's primarily used for navigation
skill checks. Some examples of items contained in this kit...
Sextant, Compass, Local Charts, Backstaff, Pen, Parchment,
Astrolabe, Protractor.

Gentlemen of Fortune
18 GENESYS
Mystic Kit Pocket Watch
This kit contains everything a practitioner of voodoo or A fancy gold or silver watch that hangs from a chain. It let's
nature rituals might need for standard rituals and spells. the owner know what time it is.
Some examples of items included in this kit... Magical
Texts, Spell Components, Talismens, Jar, Pen Parchment, Thieves Tools
Tablet, Chisel, Chalk. This set of tools gives one the ability to attempt to disarm
traps and pick locks.
Merchant's Kit
This kit contains everything one would need to practice Barber's Grog
the art of trade. Some examples of items included in this This vile brew tastes even worse than bilge water, but the
kit... Scale, pen, paper, abacus, shipping logs, Wax, Wax doctor's medicine is never something to be shunned. This
Seals, Lantern, Merchant’s Seal grog can quickly recover wounds and restore faculties. But
the more often you drink the less effective the elixir
Spyglass becomes. The first swig used on a character automatically
The spyglass comes in many different makes, models, and heals 5 wounds. The second swig only heals 4 wounds, the
materials. But all serve the same basic purpose; they allow third swig heals 3 wounds, and so on.
you to see all the way into the horizon. When using a
spyglass your character removes bb bb added to perception Extra Powder
checks due to distance or clarity. Every good pirate worth his salt keeps a few extra bags of
black powder around. If a character's powder has become
Fine Clothes wet, lost, or run dry because of hhh then this can be
This set of clothes is for those that would like to look used to replenish your stock.
presentable. When wearing fine clothes, your character
removes bb from any Charm, Deception, or Leadership
checks they make.

Magical Implements
ITEM SKILL DAMAGE ENCUM PRICE RARITY Shrunken Head
Shrunken The best way to steal the strength of another is to kill them
Voodoo +0 0 750 6
Head
and shrink their head. Once their spirit has been released
Bone you just need to bind it to something. A piece of its former
Voodoo +2 1 350 4
Rattle home should do. Then all you need to do is raise up the
Mask of
shrunken head and summon the strength of this former
Misfortune
Voodoo +3 1 500 5 warrior.
Instrument Minstrel +0 1 200 3 When the user casts the Conjure spell to summon an
undead creature, adding the Summon Ally effect does not
Trumpet Minstrel +0 1 325 4
increase its difficulty. In addition, the creature remains
Tap Shoes Minstrel +0 0 475 5 summoned until the end of the encounter without your
character having to use the concentrate maneuver
Holy Icon Celestial +0 0 250 4

Censer Celestial +3 1 500 7

Pact
Celestial +2 1 2350 9
Dagger

Willow
Primordial +4 2 400 6
Branch

Feather
Primordial +0 0 750 7
Headdress

Shofar Primordial +0 1 650 5 Gentlemen of Fortune


GENESYS 19
Bone Rattle Tap Shoes
This fine scepter has a cow skin rattle on the end filled with A pirate ship is a great place to practice one's tap. The
bones. The bones inside aid in focusing spiritual energy wooden decks make a fun stage for the joyful click and
through the shaft and it makes a decent beat stick as well. clack of tap shoes. Although it can be distracting if you're
trying to focus.
When your character casts a spell while using a bone
rattle, add bb to the check and adding the Close Combat When a minstrel user uses the counterspell maneuver
effect does not increase the difficulty. In addition, Attack with these tap shoes they increase the difficulty of enemy
spells cast by your character increase their base damage by spells twice instead of once.
two.
Holy Icon
Mask of Misfortune These symbols can take many forms; from amulets to
This mask is said to be etched with a nasty curse. That statuettes. But regardless of what the icon looks like it can
those that stare into its eyes will be haunted by tricky spirits evoke powerful magic if the user's devotion is strong
that will ensure that victim has all manner of unluckiness enough.
befall them. When casting a spell, adding any Celestial Only effects
When casting the Misfortune (Curse) effect the caster increase the spell’s difficulty one less than they would
does not increase the difficulty. Attack spells cast by your normally. In addition, the number of wounds healed by
character increase their base damage by three. heal spells cast by the user increases by two.

Musical Instrument Censer


There are many different kinds of instruments in Karkuun. This metal incense burner has helped many to become
Those with the proper magical knowledge and ability can closer with their deities. One whiff of this and you'll feel
use use these instruments to empower their craft. the power of a higher being fill your body and push you to
do more.
When your character casts a spell using the Minstrel
skill while using a musical instrument, adding the When adding the Haste (Augment) effect do not
Additional Target effect does not increase its difficulty. increase the difficulty of the spell. Attack spells cast by your
character increase their base damage by three.
Trumpet
This is a blue cone shaped device that when yelled into can
carry your voice far across the sea. A minstrel with the
proper training can even use this to carry his spells just as
far.
When your character casts a spell while using a
trumpet, the first two Range effects added to the spell do
not increase the spell’s difficulty.
Pact Dagger
This ritual dagger has deep lines and patterns etched along
the blade, and the hilt is wrapped in a holy cloth. Although
they say it calls out to those that wield it; demanding blood.
While wielding this dagger the user is treated as having
the Blood Magic talent.

Gentlemen of Fortune
20 GENESYS
Willow Branch
A powerful druid can imbue great magical power in even
seemingly mundane items. Some stories even tell of a
shaman who could make the branches of the weeping
willow tree channel great power.
When your character casts a spell while using a willow
branch, the first Range effect added to the spell does not
increase the spell’s difficulty. In addition, Attack spells cast
by your character increase their base damage by four.

Feather Headdress
This headdress was carefully created by plucking but a
single feather from 15 different named and sacred birds
from across Karkuun. With enough focus and skill one can
summon the swiftness of the birds themselves through this
headdress
While wearing the Feather Headdress the primordial
caster can add the Swift (Augment) and Haste (Augment)
without increasing the difficulty.

Shofar
This is a poweful horn created from the horns of rams.
When properly respected and utilized the owner of a
shofar will find they are never without friends. Especially
the small and fur kind.
The caster with this implement can add the Additional
Summon (Conjure) effect without increasing the difficulty
and add one additional summons for each a . As apposed
to aa

Gentlemen of Fortune
GENESYS 21
Ships & Vehicles
Seafaring Vessels
L isted in this section you'll find all manner of sea
worthy ships and other vehicles. All of these ships
come from different makers, cultures, and people.
Seven Sons Sloop
The Seven Sons Trading Company prides itself on making
sure all of their product arrives on time and in one piece.
Dali Junk This is most likely the reason why they have a disdain for
A sturdy and reliable sailboat originally invented by the pirates more than any other. This custom designed sloop is
Dalisilva. The hull is primarily made of softwoods from the nicknamed "Buccaneer's Bane" by local merchants; due to
jungle environment and built to compartmentalize. This the extra care taken to ensure fast speed, sturdy hull, and
makes the ship very resistant to taking on water. The nimble movements. Not to mention a small assortment of
rigging of the sails is designed to be able to move inward as cannons should the need arise. The nickname is a bit ironic
well as outward; allowing for a very flexible and easily though as these are some of the most commonly stolen
handled boat. The big downside is that all of this has left ships used for pirating.
little room for cargo or people. Even still you won't find a
more reliable ship for this price.
3 4 -2 1 2
3 3 -1 1 1
20 15
25 13 Full Crew 30
Full Crew 15 Skeleton Crew: 6
Skeleton Crew: 3 Price/Rarity: 45,000/5
Price/Rarity: 10,000/2 Consumables: 3 months
Consumables: 1 month Encumbrance Capacity: 75
Encumbrance Capacity: 35 Weapons: 4 starboard and 4 port Iron Cannons (Fire Arc
Weapons: 2 starboard and 2 port Iron Cannons (Fire Arc Starboard and Fire Arc Port; Damage 6; Critical 3; Range
Starboard and Fire Arc Port; Damage 6; Critical 3; Range [Medium]; Inaccurate 1).
[Medium]; Inaccurate 1). 2 starboard and 2 port Swivel Cannon (Fire Arc
1 starboard and 1 port Swivel Cannon (Fire Arc Starboard and Fire Arc Port; Damage 10; Critical 5; Range
Starboard and Fire Arc Port; Damage 10; Critical 5; Range [Short]; Personal Scale)
[Short]; Personal Scale)

Gentlemen of Fortune
22 GENESYS
Full Crew 235
Volluti Barge (A.K.A Vollies) Skeleton Crew: 60
Vollies are designed as a large oval or circle with raised Price/Rarity: 5,276,987/Only 1
gunwales; making the ship into a giant bowl shape. Then Consumables: 4 months
oar slits are carved into the sides, each separated by 10 feet. Encumbrance Capacity: 175
Then cannons are packed onto the vessel and spread evenly Weapons: 10 starboard and 10 port Iron Cannons (Fire
around the edge. Volluti then fill the boat with all manner Arc Starboard and Fire Arc Port; Damage 6; Critical 3;
of muck, mud, water, animals, and plant life from their Range [Medium]; Inaccurate 1).
home swamp. The end result is large, slow moving, mobile 15 Starboard and 15 Port Iron Cannons with Chain
landmass brimming with guns. The major downside is that Shot (Fire Arc Starboard and Fire Arc Port; Damage 3;
the ship is extremely hard to operate. That matters a little Critical 2; Range [Short]; Inaccurate 2, Breach 1, System
less when you always have cannons pointed toward your Damage).
enemy. 2 Bow "Drakes" (Fire Arc Bow; Damage 4; Critical 5;
Range [Medium], Accurate 1, Burn 3
4 2 -3 2 3

34 23
Full Crew 115
Skeleton Crew: 20
Price/Rarity: 93,000/7
Consumables: 1 year/∞
Encumbrance Capacity: 25
Weapons: 8 starboard and 8 port Iron Cannons (Fire Arc
Starboard and Fire Arc Port; Damage 6; Critical 3; Range
[Medium]; Inaccurate 1).
2 Bow and 2 Stern Long Irons (Fire Arc Bow and Fire
Arc Stern; Damage 4; Critical 5; Range [Long], Accurate 1)

Captain Snapjack's Frigate "Red Nemesis"


Captain Snapjack is believed to be the son of the demon Sulvit Dinghy
Haephakus; it is no surprise that his ship is just as If you have a need for speed then look no further. These
terrifying. The legends say that Snapjack sailed his crew to dinghies have been engineered by the Sulvit family for
Davy Jones' locker and fought the Leviathan to raise this many generations. The end result is a ship that will get you
ship from a watery grave. The ship belonged to an ancient from Cape Lorning to Alabaster Port in 22 hours. Which is
captain that was betrayed by his crew; they sank the ship for the best because you wouldn't be able to go much
along with the captain. Men say that the ship doesn't longer without food and water if it took any longer. They
tolerate those who don't pay their respect, and will seek also make great life boats when you need to get away from
vengeance on all who don't respect The Code. If you see this the buccaneers tearing your ship apart. When you're done
ship coming you better raise the white flag and have a chest watching your ship sink to the bottom of the sea; just head
full of gold doubloons set aside for her. Otherwise you'll on over to Mandrake Harbor where they race these ships
hear the roar of her cannons and not be long for this world. and win yourself a gold medal.

Special Ability: Red Nemesis always receives


favorable wind against ships that don't pay tribute. This 2 5 0 0 2
gives her aa on all sailing checks against ships that don't
pay tribute. 13 8
Full Crew 3
5 3 -3 3 2 Skeleton Crew: 1
Price/Rarity: 1,250/1
Consumables: 1 Day
65 45 Encumbrance Capacity: 5
Weapons: None
Gentlemen of Fortune
GENESYS 23
The Spellbook
T his section is going to detail a list of premade spells.
Players are not limited to only the spells listed here,
but are encouraged to use them as inspiration for creating
their own spells. This should also help give players an idea
of what kind of spells each magic skill has access too. For
instance; even though both Primordial and Voodoo
have access to conjure magic they can't conjure the same

C
things. Where Voodoo can raise the dead, Primordial
cannot. This section will also give a little bit more detail
into each of the different magic skills.

Celestial
C elestial magic is all about not using your own power,
but power granted by a celestial being. These range to
any of the powerful gods and demons that have existed
since close to the beginning of time. Celestials grant this Bubon's Grace
magic to those that exemplify the god's beliefs and will help
attain new worshipers. If your character does not follow Magic Action: Heal
the will and tenants of their patron deity then they can find Additional Effects: Restoration, Heal Critical
their magical ability stripped away. Difficulty: Daunting (dddd
dddd)
Bubon was a lesser known deity at the time until he
Celestial Unluck became famous at the battle of Careen Pass. It was a bloody
Magic Action: Curse affair with no foreseeable hope of victory. It's said that an
Additional Effects: Misfortune avatar of Bubon herself came down and laid their hands
Difficulty: Hard (ddd
ddd) upon the fallen soldiers. They rose again with renewed
vigor and fought back the incursion. Many followers still
The celestial caster points their finger at a foe. They pray for even a fraction of this gift.
whisper a soft prayer that the target can hear inside their
mind. Once the prayer has concluded they feel a powerful Crusader's Shield
presence surround them. The target will quickly find
themselves running into all sort of bad luck. Almost as if Magic Action: Barrier
somebody was watching and has it out for them. Additional Effects: Additional Target
Difficulty: Average (dd
dd)
Purge The Wicked The celestial caster quickly draws a sigil in ground formed
Magic Action: Attack by 3 intersecting circles with a dot in the middle. Once
Additional Effects: Holy/Unholy, Empowered complete a large red barrier forms from the sigil and
Difficulty: Daunting (dddd
dddd) protects the caster and those near her from damage.

This spell is the bane to the enemies of gods. The celestial


caster raises their weapon up into the sky and beckons
their Celestial for the power to smite their most hated foe.
A powerful beam of energy will fill the weapon as this
much power cannot be contained inside a mortal body.
The caster then plunges their weapon into the ground
where energy cracks through the earth until it finds its
target.
Gentlemen of Fortune
24 GENESYS
Demonic Bloodlust Consecration
Magic Action: Curse
Magic Action: Augment Additional Effects: Custom
Additional Effects: Divine Health, Haste, Swift
Difficulty: Daunting (dddd
dddd)
Difficulty: Formidable (ddddd
ddddd)
The celestial caster lets out a loud prayer, almost shouting
This spell calls upon some of the most nefarious demons to the heavens themselves. Their first glows a bright yellow
on the lower plains of Hell. The caster has to cut a mark on and they slam it into the ground. A white light splashes out
the back of his hand resembling a pentagram and yell out a from their fist and fills the area around the caster out to
dark incantation. Once complete the mark glows orange Short Range. Nobody but those the caster has deemed
and a blue energy surrounds the caster. Their eyes turn red, an ally (at time of casting) may pass through the
their nails lengthen, and their body takes on the stance of consecrated ground.
an animal with a hunger for battle.

Mark of the Chosen


Magic Action: Utility
Additional Effects: None
Difficulty: Simple (-)
Many deities have their own symbols that denote them or
their followers. One of the easiest ways to determining
whom one worships is with this spell. Mark of the Chosen
has the caster draw the symbol of their deity with their
finger in the air in front of their forehead. Once complete a
small glowing symbol will float their for all to see where
M
their allegiance lies.

Minstrel
M instrel magic is one of the more esoteric ways of
taping into powerful energies. It requires the caster
to be creative and passionate. You can't just pick up a lute,
Magic Action: Heal
Additional Effects: Revive Incapacitated
Difficulty: Hard (ddd
ddd)
strum a few chords, and expect magic to flow from it. It all
centers at the user's ability to exert their creativity and This is a great spell for getting unconscious people up in
passion through a creative medium. Whether that is music, the middle of a battle, or getting somebody out of bed. You
dancing, poetry, or even knock knock jokes. This does simply go up to the unconscious or sleeping person and tap
mean that if the user doesn't have the proper inspiration or on their head with while speaking the magic words;
tools available, then they might find their magic much "Knock knock?" 'Who's there?' "Yura" 'Yura who?' "You're
harder to use. a getting up from your nap now!"

Ruinous Song The Xanarian Warrior Twist


Magic Action: Dispel Magic Action: Augment
Additional Effects: None Additional Effects: Haste, Additional Target
Difficulty: Hard (ddd) Difficulty: Formidable (ddddd)

The minstrel caster pulls out their instrument and begins This magical technique was created the a powerful warrior
playing a very odd song. It starts slow and quickly speeds tribe known as the Xanarian. They were famous for their
up, only to slow down again. It also seems that the user is elaborate combat formations that others would mistake as
missing a few notes here and there. It's only too late do you dancing. The technique involves moving one foot forward,
realize every time you hear a missed note your magical extending your arms away from your body, twisting your
barrier grows smaller and weaker. hips, and then throwing your body weight around.

Yura Who? Gentlemen of Fortune


GENESYS 25
When you're sailing across rough sees and the rocking of
Annoying Whistle the boat keeps you up all night, you'll be really happy to
have a minstrel on your ship. With a simple lullaby you'll
Magic Action: Curse find yourself in dreamland much faster. Restful sleep is one
Additional Effects: Enervate of the most treasured gifts when you're a pirate.
Difficulty: Hard (ddd
ddd)
You know when you just can't get that annoying song out Open Sesame
of your head? This spell simulates that very well and against Magic Action: Utility
someone's wishes. All you have to do is whistle a very Additional Effects: Custom
common and annoying song and the target just won't be Difficulty: Varies based on lock difficulty
able to get it out of their head. It drives people crazy!
Every lock has a favorite song, and if you know what it is it
Soothing Lullaby will open for you. Some locks have a favorite instrument,
some a favorite joke, and some even a limerick. If you
Magic Action: Utility speak the proper one then the lock will unlock itself for
Additional Effects: None you.
Difficulty: Simple (-)

Primordial
P
rimordial magic is all about working with the natural
environment around the caster. Primordial casters Tree Friend
respect the balance of life and in turn it respects them. They
call upon the powers of the elements and nature to strike Magic Action: Conjure
down their foes or give them favorable wind. But Additional Effects: Summon Ally, Grand Summon
Primordial casters must be careful to maintain their respect Difficulty: Daunting (dddd)
of nature, or nature will in turn stop respecting them. One of the most potent abilities Primordial magic has
access to is the ability to call upon nature as an ally. This
Healing Rain spell exemplifies this more than any other. The caster needs
Magic Action: Heal to place his hand upon a nearby tree and speak to it as if to
Additional Effects: Additional Target, Range an old friend and ask for its aid. The tree will then sprout
Difficulty: Hard (ddd
ddd) arms, legs, and pull itself out of the ground. It will then aid
the caster in whatever way it can.
The Primordial caster can call down this spell by chanting
an ancient story to the sky. The story is a sad tale that
details a grove burned down by the anger of a fire
elemental. The only thing that quieted the raging inferno
was the tears of the sky.

Strangling Vines
Magic Action: Attack
Additional Effects: Non-Lethal, Ice
Difficulty: Hard (ddd
ddd)
With nothing but a stare the Primordial caster can cause
choking vines to sprout unexpectedly from below the
target. The vines wrap around the victim's throat and
limbs, cutting off their ability to flee and breathe.

Gentlemen of Fortune
26 GENESYS
One of the most common uses for Primordial magic is the
Rakshala's Gift ability to grow all sorts of medicinal herbs and spices.
Ephedra Lotus is a common plant that induces a euphoric
Magic Action: Augment effect that slightly numbs the body to pain. It's traditionally
Additional Effects: Primal Fury, Additional Target used in the creation of Barber's Grog, but the petals can be
Difficulty: Formidable (ddddd
ddddd) chewed for a more minor effect.
First used by druids from the Dubongo Jungle, this spell
uses the last energy of an ancient jungle beast known as Forceful Gale
Rakshala. Rakshala was hunted by poachers in the jungle Magic Action: Conjure
and her dying roar granted all the druids around her a Additional Effects: Custom
powerful gift. They turned into half-man half-tiger beings Difficulty: Easy (d
d)
with unmatched strength to defeat her murderers.
The Primordial caster begins by whipping a frenzy of wind
Ephedra Lotus with their hands. Once enough wind has been collected
they push their arms forward, throwing it at a target. A
Magic Action: Utility gust of wind berates the target knocking them prone.
Additional Effects: None
Difficulty: Simple (-)

Voodoo
oodoo magic is one of the most accessible on all of The Voodoo spellcaster calls out to her ghostly friends and

V Karkuun. It's been studied and documented for


thousands of years with all types of different combinations
of rituals, incantations, and components used. The human
begins violently retching spirits from her maw. She then
directs the spirits to different magical effects in the area.
Each ghost flies into a different magical effect and devours
nation of Viragnar has a more 'elegant' interpretation they it. Once satiated the spirits return to their rest.
call 'sorcery' the rest of the world relies on voodoo. This
type of magic taps into all sorts of different powers. It Friends on the Other Side
involves using components and rituals to channel different
magical effects from the magical energy in the air. It also Magic Action: Conjure
involves making bargains with minor spirits that roam the Additional Effects: Additional Summon, Range
land of the dead, a limbo that exists between the different Difficulty: Hard (ddd
ddd)
afterlives. If one is not careful they can easily be The Voodoo caster begins by stomping his feet and
overwhelmed or consumed by these powers. chanting "Rise, Rise, Rise!" to activate this spell. Once
complete skeletons begin crawling their way out of the
Cat's Milk Karma ground below. They will proceed to lash out angrily at the
Magic Action: Barrier closest living creature within their reach.
Additional Effects: Add Defense, Empowered
Difficulty: Formidable (ddddd
ddddd)
Taking a pint of Cat's Milk and waving your hand over the
jug you must speak the magic words, "a mother's blessing is
the greatest protection." Then you must splash all of the
milk onto the target; make sure not to miss a single drop.
As long as the milk is only from hairless cats the target will
be granted a powerful protection spell.

Nullifying Spirits
Magic Action: Dispel
Additional Effects: Additional Target
Difficulty: Formidable (ddddd
ddddd)

Gentlemen of Fortune
GENESYS 27
Voodoo Doll Spirit Door
Magic Action: Attack Magic Action: Conjure
Additional Effects: Deadly, Manipulative Additional Effects: Custom
Difficulty: Hard (ddd
ddd) Difficulty: Daunting (dddd
dddd)
By taking a personal item from the target such as a strand The spirit door is one of the more misunderstood types of
of hair, love letter, or toenail clipping the Voodoo caster spirits that roam the land of the dead. As long as you know
can make an effigy. This effigy bears a striking resemblance how to coax them out they can be invaluable allies. Their
to the target and even shares its fortune. The caster then favorite animal is the rooster, so if you offer them a rooster
proceeds to pummel, stab, shoot, kick, bite, and rip the doll. spur they will appear before you. You can then step
Each strike causes the target to suffer the same fate as the through them and travel through the spirit realm to appear
doll. anywhere within extreme range.

Bones of Fate
Magic Action: Curse
Additional Effects: Doom
Difficulty: Daunting (dddd)
Not everyone can have a favorable fortune; such as the
target of this terrifying spell. The Voodoo caster pulls some
bones out of their pack and rolls them across the ground.
The bones foretell a harrowing destiny for the victim. All
manner of misfortune and bad luck will follow them
wherever they go.

Oh, I got that!


Magic Action: Utility
Additional Effects: None
Difficulty: Easy (d)
Voodoo casters are famous for having all manner of
random ingredients and items on their person. Whenever
someone is looking for a spice to add to their soup, or
charm to hang from their earing the Voodoo caster always
has something in their pocket.

Gentlemen of Fortune
28 GENESYS
New Beginnings Adventure
T he group of players arrive at the Haven Orphanage,
where all of them have either grown up at or spent a
lot of time helping out. The PC’s have all returned to
If the players choose to sail in Jacobs’ ship against the
enemy frigate they will more than likely lose. If defeated
Jacobs loses his life and the PC’s are taken captive on
celebrate the birthday of the orphanage’s caretaker Saxon. Missy’s ship. If they choose to flee with the children the
Each player will be given the chance to introduct their PC’s become members of Jacobs’ crew and sail off to find a
character and have a brief interaction with Saxon and the safe place to leave the children. If they investigate further
current children staying at the orphanage. Once each player they will have the opportunity to question the pirates
has had a chance to describe their character the story will and/or follow them to a new part of the island.
kick into gear quickly. Captain Missy “Eelskin”
Seaforge and her crew have discovered a way to drive the If the PC’s follow through with the investigation they
Sea Guardians mad, and cause them to shurk their will come upon the ancient tomb of Alabaster Strithold;
protective duties. with members of Missy’s crew pouring in. If the players are
quick to act they might be able to arrive at the tomb before
She has discovered that the Sea Guardians protected the Missy’s crew. If they do they can setup an ambush for them
island of Haven thanks to an ancient relic buried in an and prevent them from taking the relic. Either way they
ancient tomb deep below the island of Haven. A will have to face off against First Mate Huxley. If the
beastmaster from hundreds of years ago known as players lose this encounter Huxley brings the relic back to
Alabaster Strithold had found a way to tame these the captain and leaves the PC’s to their fate. If Huxley sees
powerful beasts. He was burried below the island of Haven the battle turning against him he will attempt to destroy
along with his artifact. She has conjured a powerful spell the relic while his crew members fend off the PC’s.
that disrupts the magical energy the relic gives off, which
sends the Sea Guardians into a wild rage. She then orders As long as the PC’s are not captured they will have quite
her crew to storm the island, cutting through anybody that a few options of how to proceed. They can stay in Haven
gets in their way. and try to rebuild the damage done, turning Haven into a
static HQ for the PC’s. They can seek revenge on Missy and
The PC’s will be immediately alerted to the invasion; hunt her down for the relic, but Jacobs will have no part in
the sound of screams, cannons, and alarm bells impossible this. Jacobs will offer the PC’s a place in his crew; he’s been
to ignore. When they head into the town they will have the retired for many years but this experience and sparked the
opportunity to fight off the invaders and defend the adventuring spirit inside of him. If the players don’t want
townsfolk of Haven. As they head in they will find Old to concede to Jacobs wishes then they can easily steal some
Sea Dog Jacobs; he will be doing his best to fend off the dinghy’s that the invaders left behind (assuming the PC’s
invaders, but will need the assistance of the PC’s. Jacobs will were victorious in their encounter with Huxley). If the
give the players the choice of either fleeing the island on a players lose and don’t want to concede to Jacobs they can
sloop he’s hidden on the island & escorting the children to attempt to steal a ship from a member of the Haven
safety, making a final stand against the enemie’s Frigate, or townsfolk, but this will put a black mark on them forever
investigating why the pirates are attacking. from their home.

Act 1: Happy Birthday


T he opening of this adventure begins at a birthday
party.This heartwarming occasion doesn't last long
when the sound of cannons, screams, and alarm bells fill
Haven Orphanage
This adventure assumes that most if not all of the players
the town. The players should feel the need to quickly either grew up in or have some familial connection to the
respond and will see a crisis brewing all across the island. Haven Orphanage. The first scene gives the players a
They will need to fight their way through a mass of chance to roleplay their characters for the first time and
brigands, helping people along the way. Until they reach potentially develop some childhood stories. Read or
the center of town where they will meet up with Old Sea paraphrase the following text to start the adventure.
Dog Jacobs.
Gentlemen of Fortune
GENESYS 29
Each of you has returned to the Haven Orphanage to celebrate 4 1 2 2 1 3
Saxon's birthday. The beloved caretaker of the orphanage has
always been so kind to all of the children here and nobody
would miss this big day. As each of you file in you see some 6 16 1 1
new and familiar faces. Colorful streamers and balloons hang
about, gently bouncing about the room. Skills: Charm 3, Leadership 2, Statecraft 1, Medicine 2,
Smithing 2

This scene should give the players a chance to play their Talents: Inspiring Rhetoric (Saxon can make an
characters for the first time. The caretaker, Saxon will be Average (dd dd) Leadership check. Each s causes 1
personally welcoming all of the PC's and trying to include
ally within short range to recover 1 strain. Each a can be
them in the festivities.
spent to cause 1 ally to recover additional strain), Inspiring
Rhetoric (Improved) (Each ally affected by Inspiring
Rhetoric adds bb to their checks for 2 rounds).

Abilities: Artificial Construct, Inorganic

Equipment: Iron Fists (Brawl; Damage 6; Critical 4;


Range [Engaged]; Concussive 1; Disorient 3), Floral Oven
Mitts.
After the players have each had a chance to introduce
their character the party should be immediately interrupted
by the following text.

The party comes to a halt as the sound of screams fill the air
outside. An alarm bell from the town square ringing loudly for
everyone on the island to hear. As you make your way outside
you see a horrifying scene. Smoke billows from homes all over,
and cutthroats wearing blue bandana's attack villagers as they
flee.

Saxon (Rival)
The caretaker of the Haven Orphanage is has been in this Island In Peril
position for at least the last 75 years, but he looks like he's This will be a great opportunity to have the players try out
been around much longer than that. He's an Iron Golem their various skills, both in combat and out of combat. The
with pieces of him covered in rust, some plates missing, players should be motivated to follow the trail of pirates
and some sharp edges. He's famously seen wearing a pair of towards the town square, helping people along the way.
floral oven mitts over his hands; to make sure he doesn't Mix and match the following encounters until you feel the
harm the children when he interacts with them. His players are ready for the next stage.
personality resembles that of a kindly old man on his death
bed. When confronted with the fact that golems do not age Rancid Reef Pirate (Minion)
he merely responds with "None of us will last forever, and These are the rank and file crew of the Rancid Reef pirate
you should treat every day as if it were special." ship currently invading Haven. They have a lust for
treasure and enjoy bringing suffering to others. They are
If necessary for social encounters Saxon's motivations
the primary foes ransacking Haven. They are filling the
are as follows; Safety for the children, Change to the
streets and carrying off anything that looks valuable. The
status quo, Compassion for others, Ignorance to the
players should typically fight 3 minion groups of 3 as they
outside world.
venture through Haven. They're not privy to master plan,
Gentlemen of Fortune but can be interrogated for minor information.
30 GENESYS
3 2 1 2 2 2 Dodging Cannon Fire
Cannon fire is bombarding the island from a brigantine
patrolling the shore unbeknownst to the players. They
should have to make periodic checks to respond to this any
3 5 1 0 various ways. An Easy (d d) Vigilance check to start
with failure leading to minor wounds and strain as
cannonballs whiz past them, or debris falls on them. As the
Skills: Melee, Ranged, Cool, Sailing. players continue to get closer and closer add in more kinds
of checks. An Average (dd dd) Coordination check
Talents: Quick Draw (May draw 1 weapon or accessible
to dodge more incoming fire. With failure potentially
item as incidental).
leading to an immobilized or staggered condition for 2
rounds.
Abilities: None.
If the players don't start taking precautions against the
Equipment: Cutlass (Melee; Damage 6; Critical 2; Range incoming danger these checks should get progressively
[Engaged]; Defensive 1), Pistol (Ranged; Damage 6; Critical more dangerous. Start upgrading d d into c c. A Hard
3; Range [Medium]; Black Powder). (ddd
ddd) Knowledge (Warfare) check can be used
to provide b b and upgrades by determining the attack
Rescuing Civilians pattern. An Easy (d d) Athletics check to run past the
As the players make their way towards the town square conflict can reduce the total number of checks needed to be
there will be no shortage of people to help. This is a great
made, or provide b b to those checks as they run and jump
opportunity to include almost every kind of skill check in over debris and cannon fire.
the game. It also creates a good way to gives the players
some rewards if the combats were more challenging than
expected. For each rescue encounter the players complete The Town Square
they can be rewarded with anything from Barber's After getting a chance to set the scene and allow the players
Grog, Extra Powder, Advice or directions that some time to play their characters they finally reach the
grants b b in the next encounter. If the players are town square. This could potentially involve a social
spending too much time on this task, start making the encounter depending on the nature of the players. This
situation around them worse and worse. encounter will mostly involve the players catching up with
Old Sea Dog Jacobs. He'll get them up to speed on anything
they haven't already figured out. Once they have a meeting
Skill Checks To Help Civilians together they'll work on their next plan. Which is where
Easy (d d) Medicine check to apply first aid. this adventure can change direction rapidly.
Hard (ddd ddd) Athletics check to clear
Read or paraphrase the following as the players
rubble.
approach the town square.
Average (dd) Resilience check to get
through smoke.
Easy (d d) Leadership check to direct civilians As you can see the tall bell tower clanging wildly you know
to safety. you're coming close to the town square. As you all get closer you
Hard (ddd ddd) Perception check to find a can see a jolly roger that looks like two skulls in an hourglass
safe exit route.
shape waving atop a tall mast. As you look on ahead you can
Average (dd dd) Skulduggery check to
determine enemy paths. see Old Sea Dog Jacobs getting overwhelmed by a large group
Hard (ddd ddd) Carpentry check to build of pirates just outside the town hall.
makeshift wagons.
Easy (d d) Deception check to disguise
civilians as enemy pirates.
Hard (ddd) Primordial check to summon
fire quenching rain.
Average (dd dd) Celestial check to heal
injured civilians.

Gentlemen of Fortune
GENESYS 31
Equipment: Cutlass (Melee; Damage 5; Critical 2; Range
[Engaged]; Defensive 1), Pistol (Ranged; Damage 6; Critical
3; Range [Medium]; Black Powder), Bottle grenade
(Ranged; Damage 6; Critical 3; Range [Medium]; Blast 6;
Limited Ammo 1), Heavy Blouse.

Meeting With Jacobs


After finding Jacobs he'll be surrounded by 2 minion
groups with 4 Rancid Reef Pirates in each. The players will
find Jacobs injured after the encounter is resolved and he'll
Old Sea Dog Jacobs (Nemesis) recommend they go inside the town hall. If the players pass
Jacobs has been exploring the seas of Karkuun for almost an Average dd dd Knowledge (Statecraft) check
his entire life. At a young age he was picked up by Captain they will have recognized the jolly roger as coming from
Snapjack's crew and raised on that boat. Snapjack took a the Skullshade Pirates. They're most famous for their occult
liking to him as Jacobs was a fellow Der'certi, and Snapjack use of magic. Each a can be spent on the check to reveal
was the only one of his kind on Red Nemesis. When Jacobs more information about their tactics and abilities.
finally earned his own ship he sailed under Snapjack's flag
until he got a little too greedy. He ransacked a Seven Sons If the players don't succeed on the check then Jacobs
galleon and decided to keep the entire amount for himself, will recognize the flag and share the basic knowledge with
and spent it on all manner of fabric, gems, & grog. Clearly the players. He'll proceed to describe how the Sea
violating The Articles. Guardians have gone insane and are just thrashing about
wildly. Somehow the Rancid Reef ship is able to just barely
Jacobs has been on the run from Snapjack ever since; navigate past them. The ship is currently sailing around the
and discovered that the Sea Guardians respond to certain island and launching volleys of cannon fire. Jacobs does not
magical frequencies. He used his knowledge of Haven to know why they are invading, but has no plans to stick
hide there for longer and longer periods of time. He quickly around.
became a local favorite for all the children, whom would
crowd around him for pirate stories. He found himself This is where a crossroads in the adventure comes into
getting softer and softer with each visit. Until he finally play; Jacobs will have seen what the players have done and
careened his ship and retired. offer to take them on as crew. He'll offer to fit as many from
the orphanage as he can on his boat and take them to safety,
but not all of the orphans will fit. If the players want to stay
2 3 3 2 2 4 they can persuade Jacobs not to run off. He'll offer to prep
his ship for departure while the players find out what the
invaders are after. He'll direct them to the pirates streaming
into the jungle just outside of the town.
4 18 14 2 1
There is the possibility the party wants to go directly
after the Rancid Reef. In which case they will have to win
Skills: Melee 3, Ranged 4, Leadership 3, Charm 3, Cool 2, over Jacobs in a social encounter. For purposes of this
Sailing 3, Discipline 3, Negotiation 1, Statecraft 1. encounter Jacob's motivations are Safety as he has been
running for many years now, Death stalking him at every
Talents: Adversary 2, Daring Sailor 2 (Jacobs may add up turn, Independent and able to work by himself, but
to hh to the results of a Sailing check to add an equal Greed for treasure and adventure still fills his heart.
number of s to the check), Full sail (Jacobs can make a
Hard (ddd) Sailing check to increase the speed of If the players choose to try and discover what the
a ship he's helming by 1 for 2 rounds up to a max of 5), pirates are after then proceed to the next act. If not; then
Parry 2 (Jacobs may suffer 3 strain to reduce the damage of jump to the last act where it details the Rancid Reef ship
a melee attack by 4). and crew. Although if the players decide to go up against
the Rancid Reef with Jacobs they will most likely be
Abilities: Amphibious. Been Around the Block (Jacobs defeated. If they are then Jacobs is killed in the conflict and
has seen a lot in his days and even though his body gets old the player's are taken captive.
his mind is as sharp as ever. Add aa to any Knowledge
checks).

Gentlemen of Fortune
32 GENESYS
Act 2: The Hidden Relic
T he second act involves exploring the Tomb of
Alabaster Strithold, while chasing First Mate Huxley
and his lackeys. How the players handle this section will
This is a great time to spend a and h on various
effects. The players can spend a to begin zeroing in on
Huxley's location; with a t immediately leading the
greatly affect the narrative. The tomb is full of strange players to Huxley. If the players are unable to generate at
creatures and beasts drawn to the relic at its heart. The
least 8 s over the course of various skill checks then
players should also experience the various other treasures
Huxley will reach the tomb before them. If the players are
Alabaster earned in his adventures. The focus should
able to capture or defeat Huxley then he will happily
mostly be on exploration, with encounters thrown in to
bargain for his freedom.
keep the narrative moving forward.
The h on various checks can be used to get Huxley
Chasing The Cuthroats closer and closer to his goal; with a d causing Huxley to
Jacobs will direct the players to shadowy figures running immediately find the tomb. As the players generate more
through the jungle outside Haven. This is particularly and more h they should find the jungle becoming harder
strange because there's nothing of conceivable value in the and harder to navigate, slowing their progress. As they find
jungle. themselves tripping on vines, getting their feet caught in
mud, or getting swarmed by insects.
As the players head towards the jungle read or
paraphrase the following... If the players manage to capture Huxley then he will
spill the beans on his plan to find the relic in Alabaster
Strithold's tomb. He doesn't know anything about how
As you approach the edge of the jungle the shadowy figures Captain Missy's magic works, or how she's disrupted the
bounding between the trees become more clear. The brigands in Sea Guardians. He will help the players make their way
blue bandanas seem to be combing through the jungle. They're through the ruins as long as he's guaranteed his life will not
clearly looking for something. end today.
You also notice a large silhouette among them. Someone If the players do not capture Huxley they will eventually
covered in gray fur, a long protrusion jutting from his face, be able to find the entrance to the tomb. If they do then
and long fingers with claws on the end. He seems to be read the following aloud...
directing the brigands. Before you can react you see large
yellowed eyes face you; and you see them figures disappear
in a puff of shadowy smoke. After braving the dark and humid jungle you see a strange
shape coming into focus ahead. As you get closer you see a the
skull of large animal jutting out of the landscape. As long as
The players can begin searching the forest with an you've grown up on this island you've never seen this before.
Easy (d) Survival check. If they succeed they'll find
There's a faint green light shimmering from the skull's eyes.
the the pirates have done a poor job of covering their
As you peer inside you see a long path downwards into
tracks. With a few minutes of searching they'll find a
the skull. Softly glowing fungus emitting a green light and
minion group of 4 Rancid Reef Pirates. If the fight starts
dotting the walls along the path.
turning sour one of the minions will break off and head for
Huxley; to warn him that they're being hunted through the
forest. If captured alive the pirates can be interrogated with
a Hard (ddd ddd) Coercion check. Success on this
check will reveal the identity of First Mate Huxley, and that
The Tomb of Alabaster Strithold
While the players should definitely be focused on tracking
he's searching for the Tomb of Alabaster Strithold. They
down Huxley there should be enough distraction inside the
won't know who that is though, outside of him being
tomb to make them want to explore. The next section will
important to the overall plan.
detail the layout of the tomb, as well as what the players can
encounter along the way. The main thing to note is
whether or not the players have beaten Huxley here or not.
If they have then most of the traps are still armed. If they
arrive after Huxley they will have many clues left by dead
pirates. Gentlemen of Fortune
GENESYS 33
1. The Entrance
As you descend the long hall you notice the warm jungle dirt
2. Waterfall's Base
turns into cool stone stairs. The walls start becoming covered in
patches of stone tile. At the end of the path it opens into a large 3. Alabaster's Coffin
sprawling cavern. A strange mix of both natural dirt and
4. Needler Roost
smooth stone tiles seems to cover both the walls and floors.
You see a small stream flowing downward towards the 5. "Crew Quarters"
far side of the cavern; following towards the left. There's also
6. The Workshop
a break towards the right on the far side of the cavern, the
floor gently heading upwards. 7. The Galley

8. Upper Waterfall
Gentlemen of Fortune
34 9. Rune Exchange
GENESYS
If the players investigate further there are a few checks
1. The Entrance to be made. A Hard (ddd ddd) Survival check reveals
The Entrance to the tomb is primarily used to give the this statue to be a Stone Brask. As long as the players stay
players some clues as to what dangers they should expect if out of the pool it will stay in stasis.
they venture further in. If Huxley and his men have made it
to the tomb first, all of the traps in the entrance will already Stone Brask (Rival)
be set off. If not then the players will have to navigate A Stone Brask spends most of its time in a stone-like
through them. stasis; they like to rest and hate being disturbed. They only
wake up once every decade or so to try and find something
If the traps are still active then as the players explore the shiny to add to themselves. Once they've found something
cavern they should periodically make a Hard (ddd ddd) sufficiently shiny they return to their stasis. Other animals
Vigilance check. If a player fails the check then small can commonly be seen making their homes on and around
lizards with large teeth sprout from the dirt and latch onto Stone Brasks. As long as their chosen resting place is left
the player. The victim suffers 1 strain damage for each undisturbed they are not a threat. Those that are willing to
Teethsnap that remains attached each round. Each hh brave a fight with one have the potential to collect the
rolled on the check causes 1 additional Teethsnap to latch treasure that a Stone Brask has collected.
onto the victim. If the player succeeds then they are able to
jump onto a stone tile just as a cluster of Teethsnap pop up If the Stone Brask is defeated the players can make a
from the dirt from their previous location. Hard (ddd) Athletics check to dislodge the rubies
and golden tusks wedged into the creature.
If the players are actively being cautious then have them
make an Average (dd dd) Perception check. Success
on this reveals strange moving shapes in the dirt. There's 4 3 1 2 2 1
clearly something alive and moving in the dirt and the
stone tiles will be a safer path to walk on. With an
Average (dd dd) Survival check the player can
discover the creatures in the dirt are Teethsnap. Nasty little
5 19 0 0
lizards that burrow underground and swarm unsuspecting
prey that walk over them. If the player gets aa they recall Skills: Brawl 2, Athletics 3, Vigilance 2, Perception 3,
that Teethsnap love the small of grog-soaked meat. The Resilience 3.
players can expend a Barber's Grog (or flip a story point to
have grog on them) to soak some meat and toss it onto the Talents: Adversary 1, Swift (The Stone Brask does not
dirt. This causes all of them to swarm the easy meal and suffer penalties for moving through difficult terrain.
make The Entrance passable. movign through it at at normal speed).

The players have two possible paths to take in this area. Abilities: Charge! (Add aa to Brawl & Athletics
If they follow the stream down the left path they will head checks if the Stone Brask spends a move maneuver before
to the Waterfall's Base. If they head towards the rights making them), Silhouette 2.
it will lead them to the top of the Upper Waterfall
Equipment: Claws & Tusks (Brawl; Damage 6; Critical 3;
2. Waterfall's Base Range [Engaged]; Knockdown; Vicious 1)
As the players follow the stream it will open up into
There are three exits in this room. The one that leads
another large cavern, this one much taller than The
back to The Entrance towards the south, to the north is
Entrance. They will be greeted with a tall waterfall to
a series of platforms that lead to The Galley, and to the
their right and a large pool of water at its base. Small
west is a wide hallway leading towards the Rune
streams starting at the pool trickle down to other areas of
Exchange.
the tomb. Rays of light also shine down from cracks in the
ceiling.
7. The Galley
In the center of the pool is a statue of a large four legged This entire area is a massive stockpile of food that the
creature resembling a mix between a bear & boar. It has animals living in the tomb have gathered. If the players
ruby eyes & the tusks are made of gold. Any player want to reach this area though they'll have to traverse a
approaching the pool makes a Daunting (dddd dddd) series of platforms, walk along the narrow ledge, or
Discipline check as powerful energy overwhelms discover the magical secret Strithold left here.
them. It's obvious the energy comes from the statue.
Gentlemen of Fortune
GENESYS 35
There are three ways to try and get into this area; the If the players do not head the warning and step into the
first is a series of stone pillars rising out of a massive chasm chamber anyway then they will be greeted by a magical
separating The Galley and Waterfall's Base. A Hard snake trap. Anybody that enters has to make a Hard
(ddd
ddd) Athletics check will allow a player to hop, (ddd
ddd) Vigilance check; if failed the sigils on the
skip, and jump their way across the pillars. If the player floor will turn into a large pile of snakes and begin biting
wants to try and balance across the thin ledge that follows into the players. Anybody bitten has to make a Hard
the tomb wall they will need to pass a Daunting (ddd
ddd) Resilience check and takes 4 strain (not
(dddd
dddd) Coordination check. Anybody with reduced by soak).
knowledge of magic should make an Average (dd dd)
Mysticism check; the success of which reveals a series There are a few different ways to bypass the Runic
of magical sigils that are placed on each pillar, and along the Exchange; the first is with a Daunting (dddd dddd)
walls. If the player expends 3 strain to charge the sigils then Mysticism check. If successful the player is able to
the sigils peel off the wall and form into a large elephant determine the runic pattern and can use their magic skill to
like creature that will extend across the chasm. The players disrupt the magical ritual. The alternative is an Average
can then cross safely. (cc
cc) Skulduggery check to determine & navigate
a safe path through the crucible of runes. Any h or d on
If the players are able to safely reach the room at the end either checks should be spent to either set off runes, have
they'll find a large pile of food that fills up almost the wandering animals jump them, suffer wounds, or lose gear.
entirety of the room. Most of the food is rotten and the
players will need to pass an Average (dd dd) Resilience There are 3 exits while in the Rune Exchange; to the
check to stand the stench. If the players can stomach it east is the way back towards the Waterfall's Base,
then they'll find while most of the food is not fit for towards the south is the The Workshop, and to the east
humanoid consumption they'll find a large quantity of rare lies the "Crew Quarters".
alchemical components. Various fungus, animal spit, bile, &
remains. 5. "Crew Quarters"
The only exit to The Galley is the one to the south This is the area that Alabaster affectionately referred to as
that leads back to the Waterfalls' Base. the crew quarters for his crew; his entire crew was made up
of animals. This entire area is filled with a large assortment
9. Rune Exchange of nooks, crannies, small burrows, nests of hay & straw.
The animals in this section are fairly harmless, but should
This is the most magically active area in the entirety of the all be fairly rare. They'll shy away from the party as they
tomb. It's a magical security system to protect two specific enter this area.
chambers; the "Crew Quarters" and The Workshop.
The trick is that it was designed to allow the animals that This area doesn't pose any real danger to the party; in
make the tomb their home able to pass without any issue. fact if a player can succeed at an Average (dd)
The entire area is covered in very obvious runes on every Survival check they can even interact with the animals.
surface. If the player manages to befriend the animals in here they
will be more than willing to help the party safely navigate
As soon as the players step into this area they will be the rest of the tomb, as long as the players have noble
greeted by an ominous message carved into the floor. Read intentions. This is a great time to introduce some potential
the following message aloud... animal companions to the party if there's any interest.
Otherwise they will just help the players navigate the rest
of the tomb.
All ye who enter here, beware! If ye be plunderers then turn
back now. Thar be no treasure ahead for ye. This here be a The only exit to this room is the one the party entered
refuge for the critters that treat my home as theirs. Ahead be from leading back to the Rune Exchange.
their private chambers and I ain't gonna stand for anybody
ruinin' MY precious babies home. Consider yerself warned.
6. The Workshop
This area is primarily for those that are familiar with the
Mysticism, Smithing, or Carpentry skills trained.
It's a workshop where Alabaster designed and created all of
his magical and mechanical creations. The only downside
is that animals have been living here for the last few
hundred years.
Gentlemen of Fortune
36 GENESYS
Any magically inclined character can make a Hard
(ddd
ddd) Mysticism check to discern a set of inert 9. Upper Waterfall
runes. These runes can be used to store powerful magical This area is the brightest section of the tomb. It's near the
effects and are necessary in the creation of many magical ceiling with cracks of light from the surface pouring down.
items. Small flying critters will crawl through the cracks, diving
into the water and down the waterfall. There's a strong
While most of the actual workshop itself (including the current running through the tomb & down the waterfall,
tools inside) are long since destroyed and unusable a but the players are able to walk along land along the
particularly keen eye can pick out the good stuff. With a southern wall.
Hard (ddd
ddd) Perception check an artisan cooper's
kit can be discovered. This kit is full of some of the finest As the players make their way down the river they will
tools available and provide a b
b to Carpentry checks stumble upon a large rope bridge that goes across the
when used. water. If Huxley has made it into the tomb first then there
will be 2 minion groups of 1 Rancid Reef Pirate each on the
Outside of the items listed above this is a great other side of the bridge. With an Average (dd)
opportunity to have the players to either find or create Stealth or Skulduggery check the players can get
single use items. Listed in the box below will be some across the bridge before the pirates can cut it. A Hard
examples of single use items players should be able to forge (ddd) Athletics check can also be used to run
or find.
across before they can cut the bridge. For Every hh rolled
from any checks made during the encounter draw the
Workshop Items attention of a Needler from the Needler Roost.
Pouch of Fire Shot: Grants a firearm the Burn 3
quality until the end of the encounter. Needler
Sharktooth Oil: Grants a melee weapon the These are nasty blood sucking creatures that like to
vicious 5 quality for 3 rounds. dwell in damp caves. They look like a mix between a
A case of Thousand-Year Grog: Some of the hummingbird and a mosquito. They are fast fliers and hard
purest and most delicious grog. to get rid of once they've found a good food source.
Rune of Animal Speech: Gain the ability to
talk to animals until the end of the encounter. 3 2 1 1 2 1
Grizzleback Cloak: Armor that grants 1 defense
and a b b to Survival checks that involve
surviving harsh climates.
Snake Cannon: A Hand Cannon that uses snake 5 19 0 0
runes as ammunition.
Rune of Slow Fall: Can be used as once out of
Skills: Brawl 2, Athletics 3, Vigilance 2, Perception 3,
turn to grant the user and 4 others immunity to fall
Resilience 3.
damage for 1 round.
Talents: None.

The longer the players search and spend time here the Abilities: Flight, Bloodthirst (When inflicting wounds
harder and harder the checks should become as they use up with its Proboscis, it heals an equal number of wounds),
material and rummage through animal waste. Animals will Silhouette 0.
also continue to come and go, and if spooked or startled
will not think twice about swarming the players. Equipment: Proboscis (Brawl; Damage 5; Critical 3;
Range [Engaged]; Vicious 1).
The only exit to The Workshop is the one the
players entered from the Rune Exchange.

Gentlemen of Fortune
GENESYS 37
3. Alabaster's Coffin As you round the corner and enter the chamber you're nearly
As the players get past the Upper Waterfall and over the blinded by the bright golden light in the room. As your eyes
rope bridge they'll find a long tunnel that will lead straight take a moment to adjust you see a bright room with piles of
to the end of the tomb. If the Huxley beat the players to the
jewels, gold, and antiquites spread about the room, but leading
tomb then he'll be waiting by Alabaster's coffin. He'll know
towards a large gilded coffin in the center of the room.
they are pretty dangerous by the fact they got this far. He'll
do anything he can to try and keep himself alive. He'll have Standing next to the coffin is a half-wolf man with gray fur
to choose who he thinks is more dangerous, the players or surrounded by a group of the blue bandana brigands.
his captain.
If the players beat Huxley here then modify the
As soon as the players enter the room they'll see Huxley
situation. This will be a great place to prepare an ambush. and his crew trying to dislodge the relic. Huxley will put a
Based on how the players did earlier he may have little to stop to his actions for a moment to try and engage the
no knowledge that somebody beat him to the punch. They players in a social encounter. He doesn't want to spill
can use plenty of items around the room to prepare or lure
any blood if he doesn't have to. The lead up into the room
him into traps. The players can also try and secure the relic is a great way to start the encounter without the players
for themselves. Discerning how the relic works is a charging into a combat. Huxley knows he can't go back to
Formidable (ddddd) Mysticism check. This his captain without the relic, so getting him to leave with
check reveals the relic emits a magical frequency that must nothing would be a death sentence for him. But he is more
calm or please the Sea Guardians. than willing to bargain for protection, money, or power.
To actually remove the relic safely will require the use
of either a special magic item, or knowledge of a magical First Mate Huxley (Rival)
skill. A Daunting (c cddd
ddd) Any Magic Skill Huxley is a middle aged Ulu'vir (Half-Wolf) that has
check will cause the players to be able to safely remove been a member of the Skullshade pirates for about half of
the relic. If the players do not succeed on the Mysticism his pirating career. After spending some time as a bilge rat
check to identify the relic, then upgrade the check twice. he worked his way up the later with his silver tongue and
quick wit. He knew how to push all the right buttons to
Any h on the check should be spent damage the relic or
keep everyone happy. It wasn't until he was stationed on
worsen the situation greatly, with d meaning the relic is
the Rancid Reef under Captain Missy "Eelskin"
destroyed.
Seaforge did things start turning south. She was the one
If Huxley beats the players to the final chamber then he that inflicted the Ulu'vir curse upon him, and has little love
shouts at the players in an angered and grumbling voice as for her. But he knows the price of failure.
they advance towards the final chamber. Huxley just wants Belonging among a fine crew and
good company, but he's been forced into a situation where
You should have just minded your own business. We would Failure means losing everything. He's survived this long
'ave been happy to take what we want and leave, but noooooo.
with his Witty tongue, but his Deceptive nature has
made it hard to stave the wrath of others.
You 'ad to follow me an' me crew in 'er. Well yer too late, we got
what we came fer! So ye just better shove off before find
yerselves beggin' fer mercy!

After making this claim the players should each make a


Hard (ccd) Vigilance check to try and notice
that Huxley is not telling the entire truth. While he has
made it to the tomb he hasn't secured the relic yet. If the
players press on then they will eventually reach the
chamber where both the relic and Alabaster's coffin reside.
As they approach they should see bright golden lights
ahead, reflecting off the vast pile of treasures.
As they enter the room read the following...
Gentlemen of Fortune
38 GENESYS
It will take 3 rounds for Huxley to dislodge the artifact,
2 3 2 3 2 4 with each t rolled by the players to increase that time, or
decrease it if spent by the enemy. Each d rolled by the
players can decrease the time it takes for Huxley, or if rolled
4 13 1 1 by the enemy it can increase the time. Be sure to use the a
and h to include the various pieces of treasure, objects,
and maybe even animals laying around the room.
Skills: Coercion 2, Brawl 1, Ranged 1, Deception 2,
Leadership 2, Negotiation 3, Cool 2, Vigilance 1. If Huxley manages to dislodge the relic then he will
immediately threaten to destroy it to get the players to back
Talents: Adversary 1, Scathing Tirade (Huxley can make off. He's confident that he can convince the captain it was
an Average (dd dd) Coercion check. Each scauses 1 the players fault if the relic is damaged. He'll try get the
enemy within short range to suffer 1 strain. Each a players into a social encounter and begin negotiation for
increases the strain suffer by 1 to 1 target). their lives, or the lives of their loved ones (which can be
learned by spending a and h during the encounter).
Abilities: Power of the Moon (When exposed to the
light of a full moon, Huxley's wolf blood becomes hard to Treasure in the Tomb
control. His Brawn and Agility increase by 1, but his Once the encounter is resolved the players will have the
Willpower and Intellect decrease by 1. His Bite & Claw chance to loot some of the treasure from the coffin room.
attacks gains +1 Damage and lowers the critical rating by 1). There should be a large mix of gold, jewels, artwork, gems,
etc. but little to no doubloons. The exact amount of
Equipment: Bite & Caw (Brawl; Damage 4; Critical 3; Treasure Rating is based on the total encumbrance of
Range [Engaged]; Vicious 1), Shortened Pistol (Ranged; the party plus 5. So there should be more treasure than the
Damage 6; Critical 3; Range [Short]; Black Powder, Reduce party can physically carry, even if they abandoned all of
difficulty to conceal this weapon by 1), Leather Armor. their gear.
If the players engage in the social encounter then
Huxley is more than willing to try and work out some sort
of deal. He's very partial to the idea of gaining some sort of Example Treasure Rating
protection from his captain. He knows that Captain Missy If the party's total encumbrance added together is
has used some sort of magic to disrupt the Sea Guardians, 28, then there would be 3 treasure rating worth of
and that this relic has some sway over them. He's not a loot in the room, plus some loose items.
magical expert himself so he only knows what snippets he's
been told or eavesdropped on. If he sees the situation going
south he's more than willing to destroy the artifact, and The players should be tempted by the mass of wealth,
blame the players for it. Huxley will first rely on with the tomb shaking and rumbling as the Sea Guardians
Negotiation checks. bash against it. If the players did not explore the entire
If the players refuse the social encounter and engage in tomb then there's also the possiblity of Skullshade pirates
combat then they will have to fight Huxley in addition to 5 still inside the tomb.
minion groups of 2 Rancid Reef Pirates. Feel free to change Outside of the treasure if the players defeated the pirates
out the weapons of these groups to a mix of cutlasses, and Huxley they're welcome to try out any weapons lost in
boarding axes, bucklers, or maybe even boarding pikes (all the conflict. Another good reason to keep their assortment
listed on page 16 in GoF). Huxley will spend his actions of weapons more diverse and interesting. Huxley also has a
doing Leadership checks to command the minion modified pistol on his person; the barrel has been
groups, while he spends his maneuvers trying to dislodge shortened making it easier to conceal, but decreasing it's
the relic using a special magical tool given to him. He may range.
or may not rely on his Scathing Tirade depending on
the flow of the encounter. Also hidden in room is a treasure map. The players
won't have time to study every detail on the map, but it
clearly leads to a treasure located on the continent of
Solinificum, across the Colossal Sea and far from Haven.
The map can easily be changed to any location, but it serves
as a great incentive to get the players off Haven.
Gentlemen of Fortune
GENESYS 39
Once the players are ready to leave, there is a clear
Resolution of the Tomb passage just past the coffin. If the players step into it it
If the players manage strike a deal with Huxley and leave activates a teleportation rune that sends them back to the
the relic where it is, then move on to Act 3. But the jungle on the surface near the town's edge. If they try and
players will have the aid of Huxley, or whatever deal they discover the entrance to the tomb again it will be obscured
struck with him. They'll need to prepare for an by magic for the time being. Read the following once the
engagement with Captain Missy "Eelskin" Seaforge players leave.
as the Sea Guardians will still be acting erratically and pose
a threat to everyone, as well as the pirates looting the
Once you've had your fill of the tomb you can feel the island
island. If the players defeat Huxley and leave the relic intact
the outcome is the same, but without the help of Huxley. shaking violently every few minutes. It must be getting worse
back on the surface. You make your way into the chamber just
If the relic is destroyed it turns all of the Sea Guardians past the coffin and step onto a large rune on the ground; it
into enemies. They will turn from confused into angry
shimmers for a moment and then you feel your body whisked
beasts as they no longer have their soothing relic, and the
violent aftershock of Missy's interaction with it. They will away to the surface.
immediately turn on everyone and even begin attacking You find yourselves back at the edge of the jungle, where
the island. With enough time they will turn Haven into a it meets Haven. The sun is now rising up from the horizon
ruin. Missy will suspect something and may try to venture as the morning glow forces your eyes to adjust. You see the
onto the island herself, but if it's too dangerous she will call Skullshade pirates have been hard at work and much of the
everyone back to the ship and leave. town is now in flames or ruins.

As long as the relic is left intact the situation will stay

R
mostly the same. The players have enough time to
investigate the current room, but if they spend too long
then it should have dire consequences for what happens
back on the surface.

Act 3: The Rancid Reef


R egardless of how the players have handled the
situation up until now; the Rancid Reef is still circling
the island and causing all sorts of chaos. The players will
The ground beneath your feet is shaking, and you're finding it
hard to keep balance. You see the Sea Guardians have shifted
have to either make their final stand, or run away. This from erratic to violent behavior. The Skullshade ship in the
entire act is completely determined by the players have
harbor having stopped its cannon fire and now attempting to
dealt with each situation. If they allied with Jacobs they
might be able to use his boat to attack the Rancid Reef. If dodge the blows of the large creatues.
they allied with Huxley he can provide valuable Before you can breath a sigh of relief you notice that
information about Missy and the Rancid Reef. If the relic some of the Sea Guardians are throwing themselves into the
was destroyed then Haven is beyond saving and the players island. The ships in the harbor either being smashed into
have to evacuate. each other or from the monsters barreling through them.

Leaving The Tomb


First you'll need to determine exactly how the actions of
the players up to this point have potentially altered the final If the relic is either safely removed or remains
confrontation. If the relic was destroyed for any reason read undamaged when the players leave then read the following
the following aloud. aloud.

With the pirates routed and their plans foiled there remains
only one more threat to Haven. The Skullshade pirate vessel
that circles the island and the strange ritual that drives the Sea
Guardians mad.

Gentlemen of Fortune
40 GENESYS
The next step is to determine which series of events the
players will either have to face or potentially choose to
Rancid Reef Crew (Minion)
These make up the primary deckhands and crew that
make. This section will detail how to handle each type of steer and control the ship and its weaponry. They're not
encounter the players might need to overcome. Use the particularly useful in hand to hand combat and all of the
same adversary and ship stat blocks across the various crew good at boarding are scouring Haven. There should
encounters as needed. If the players decided to head be anywhere from 2-3 groups of Rancid Reef Crew
straight for the Rancid Reef after Act 1, then look directly at manning a particular station. With a large number of crew
the Face Off Against The Rancid Reef. on land there are less on the ship than normal.

Face Off Against the Rancid Reef 2 3 1 2 2 2


If the players head straight for an encounter with the
Rancid Reef ship then they will have a hard fight against
them. Defeating this ship and its captain and crew is the
only way to ensure the absolute end of this conflict. If that 3 5 1 0
wasn't difficult enough both parties will have to contend
with the raging Sea Guardians thrashing about. Both ships
should be forced to make a periodic Hard (ddd ddd) Skills: Cool, Gunnery, Sailing, Carpentry, Smithing.
Sailing check to dodge the monsters. Also apply plenty
of b
b and bb based on the flow of the encounter. Talents: None.

Rancid Reef Abilities: None.


This ship has made a name for itself in recent years as a
terrible sight within the Colossal Sea. Its black hull and Equipment: Boarding Axe (Melee; Damage 4; Critical 3;
purple sails atop two tall masts a sign of what's to come. Range [Engaged]; Pierce 1, Vicious 1), Pistol (Ranged;
This brigantine has been customized to carry more crew Damage 6; Critical 3; Range [Medium]; Black Powder).
and prisoners compared to other brigs. Because of this it
also has less guns and cargo space than a typical brigantine. Rancid Reef Occultist (Rival)
These are the personal minions of Captain Missy
"Eelskin" Seaforge. She personally trains them in the
ancient practice of Voodoo. They're primary job is to infuse
4 3 -2 2 1 the ship with dark power and serve to defend the ship in a
close encounter. There should be no more than 3 of these
running around the deck helping various crew or
30 19 augmenting the ship.
Full Crew: 90
Skeleton Crew: 20
Price/Rarity: 68,000/Only 1 1 2 3 2 2 2
Consumables: 2 months
Encumbrance Capacity: 40
Weapons: 6 starboard and 6 port Iron Cannons (Fire Arc
Starboard and Fire Arc Port; Damage 6; Critical 3; Range 1 12 1 1
[Medium]; Inaccurate 1).
Skills: Discipline 1, Knowledge (Mysticism) 1, Vigilance 1,
Voodoo 2.

Talents: None.

Abilities: Siege Caster (For +dd dd the Occultist can


extend the range of their spell to Short on the planetary
scale for purposes of targeting a building or vehicle).

Equipment: Mask of Misfortune (When casting a Curse


with the Misfortune effect the Occultist does not increase
the difficulty), Flared Blouse.
Gentlemen of Fortune
GENESYS 41
Spells: Rancid Reef Occultists can choose any magic Spells: Missy can choose any magic action allowed for the
action allowed for the Voodoo skill, and may select Voodoo skill, and may select additional spell effects as
additional spell effects as normal. The spells they use most normal. The spells they use most often are the following:
often are the following:
Grasp of the Grave (choose a target within short range
Curse of Davy Jones (choose a ship within short range and make an Average (dd dd) Voodoo check and if
and make an Average (dd) Voodoo check and if successful the target takes 6 damage plus 1 per s, and the
successful the target ship adds b
b to any checks involving target is moved 1 range band per a).
the ship. In addition the Occultist can change one b
b to a
face displaying f.) Spirits Protect This Ship! (choose a ship within engaged
range of Missy and make a Formidable (ddddd ddddd)
Bottled Flame (choose a target within short range and Voodoo check and if successful the target ship reduces
make Daunting (dddd dddd) Voodoo check. If all damage taken by 1 and an addition 1 per ss, and gains
successful the target takes 6 damage plus 1 per s, with the +3 defense).
Burn 1 quality.)
Rise, minions! (Missy makes a Hard (ddd ddd)
Captain Missy "Eelskin" Seaforge (Nemesis) Voodoo check and if successful summons 2 undead or
Captain Missy "Eelskin" Seaforge is a Nani'mar (Sea spiritual creatures within short range, and 1 additional
Dwarf) that has been the captain of the Rancid Reef for 4 creature per aa).
years, and she's been a member of the Skullshade pirates for
about 8 years. She quickly made herself stand out as it's rare
to see a Nani'mar leading a pirate ship. She's also become
one of the most powerful Voodoo practitioners in the
region. She's never shy to show off her power and make
you feel inferior.
She's famous for her cruelty and penchant for taking
prisoners. While some would view this as a blessing, those
that have heard the tales know better. She takes prisoners
to use in her wicked experiments and further her
knowledge of magic. It's not uncommon for her crew to
become victims if the hold is short on prisoners.

1 2 4 2 3 1
Undead Crew or Spirit (Minion)
2 2 1 2 1 1
1 13 18 1 1

Skills: Coercion 2, Discipline 2, Knowledge (Mysticism) 2 5 0 0


3, Melee 2, Vigilance 2, Voodoo 3
Skills: Melee, Perception, Ranged, Resilience, Vigilance
Talents: Adversary 2, Necromancy (when Missy uses the
conjure magic action, it gains the Summon Ally effect with Talents: None.
no increase in difficulty. All creatures the characters
summons must be undead or spirits).
Abilities: Undead, Undying (may spend hhh from
Abilities: Amphibious, Dark Vision. any check made by a PC to return one previously defeated
minion to an existing minion group. Spend d to return 2
Equipment: Bone Rattle (+2 damage damage to magic minions).
attacks; add b
b to all magic actions; add the close combat
effect with no increase in difficulty), Ritual Dagger (Melee; Equipment: Boarding Axe (Melee; Damage 4; Critical 3;
Damage 3; Crit 3; Range [Engaged]; Accurate 1, Vicious 1), Range [Engaged]; Pierce 1, Vicious 1), Pistol (Ranged;
Witch Doctor Attire (+1 defense), Mystic Kit. Damage 6; Critical 3; Range [Medium]; Black Powder).
Gentlemen of Fortune
42 GENESYS
Jacob's Leaky Pig
While the players are welcome to try and steal a dinghy
from Haven's port they're not the most seaworthy vessels.
Old Sea Dog Jacobs has his ship secretly careened on the
opposite side of the island. If the players convinced him not
to run off then he will have prepped the ship to sail and
returned it to the sea as the tide came in. He'll be waiting
on the southeast horn of the island for them.
The players can use this opportunity to either just try
and evacuate, or go head first into the Rancid Reef. Sea Guardian (Nemesis)
Regardless of their choice the players should have to These are enormous creatures that rival the size of
contend with the Sea Guardians, the Rancid Reef, or Both. ships. Their bodies are built to be strong, fast, and deadly.
As long as Captain Missy is still conscious and able to These creatures roam the Colossal Sea primarily around
perform her ritual the Sea Guardians will be erratic and Haven because of the large abundance of prey and habitat.
dangerous. Outside of the normal difficulty in passing There's also a magic relic that draws them towards the
them. island. If anything gets too close to them or their habitat
they become immediately hostile.
The Leaky Pig
The Leaky Pig is a single masted sloop designed for one 5 4 2 3 2 4
very important purpose; to keep Jacobs alive. She's a
heavily customized Seven Sons Sloop; where some of the
cargo has been opened up to make room for more
cannons. The crew quarters has also been shrunk to 11 32 24 1 1
reinforce the hull with more braces and beams. She sports a
light brown hull with a soft yellow sail.
Skills: Athletics 3, Brawl 4, Discipline 3, Resilience 4,
Vigilance 2.
3 4 -2 1 1 Talents: Adversary 1.
Abilities: Aquatic, Silhouette 5, Terrifying (at the start of
24 16 the encounter, all opponents makes a Hard (ddd ddd)
Full Crew: 25 fear check).
Skeleton Crew: 6
Price/Rarity: 53,000/Only 1 Equipment: Massive Jaws (Brawl; Damage 12; Critical 2;
Consumables: 2 months Range [Engaged]; Ensnare 2; Vicious 4), Tail & Fins
Encumbrance Capacity: 50 (Brawl; Damage 10; Critical 4; Range [Engaged];
Weapons: 6 starboard and 6 port Iron Cannons (Fire Arc Knockdown).
Starboard and Fire Arc Port; Damage 6; Critical 3; Range
[Medium]; Inaccurate 1). If trying to flee past the Sea Guardians should be a series
2 starboard and 2 port Swivel Cannon (Fire Arc of competitive Athletics (for the Sea Guardians) vs. Sailing
Starboard and Fire Arc Port; Damage 10; Critical 5; Range (for the players). It should be handled similar to a chase.
[Short]; Personal Scale).
Resolution
Everything the players have done up to this point should
come to an epic conclusion. Their actions should heavily
shape how the final confrontation takes shape whether in
their favor, against them, or just neutral. The players
should have enough incentive to either defend their home,
or try and at least get the orphans to safety. If that's not
enough then the prospect of joining the crew of a veteran
pirate should suffice.

Gentlemen of Fortune
GENESYS 43
If revenge isn't enough reason to take on the Rancid After seeing the skill and bravery of the players Jacobs'
Reef, then every check needed to either escape or bypass will be more than happy to offer them a place on his ship. If
the Sea Guardians should be increased and upgraded once. the players had convinced him not to run off then he'll feel
As long as Missy is allowed to keep her ritual going it's the spirit of adventure return to him. He'll offer to share
going to make the Sea Guardians even more dangerous any knowledge he's gained or plunder they come across.
than they normally are. It should be easier to go after the But joining a pirate crew is a special bond that is not to be
Rancid Reef then fight the Sea Guardians directly. If her taken lightly.
ritual is disrupted it might daze the Sea Guardians long
enough for a ship to escape. The Articles
Every pirate ship has a set of 'Articles' or rules that
If the players don't go after the Rancid Reef themselves every member of a crew must follow. Every sailor that
then there's also a possibility it will pursue them. wishes to share in the plunder or sail on the ship must sign
Depending on how the players got into this situation Missy them. The Articles of each ship are going to be
might be aware of their presence or potentially Huxley's personalized for each crew, but these are the Articles for
betrayal. Sea Dog Jacobs ship, The Leaky Pig. If the players wish to
Regardless of the exact conclusion make sure that the join his crew they must sign this.
players actions have a direct impact on the outcome. I. Every person shall obey civil command. The Captain
shall have one full share and a half on in all prized. The
Plunder & Riches Master Carpenter, Boatswain and Gunner shall have one
The players should have ample opportunity and reason to share and a quarter.
start a pirating career by the end of this adventure.
II. If any person shall offer to run away or keep secrets from
Whether being pushed into it as a captive of Missy, joining
the Company, they shall be marroon'd with one bottle of
Jacobs crew, or stealing a ship and setting off on their own.
The tomb from earlier should have been more than powder, one bottle of water, and one small arm and shot.
enough to wet their whistle. III. If any person shall steal any Thing in the Company or
If the players managed to save Haven then they now game, to the value of a silver doubloon, they shall be
marroon'd or shot.
have a well guarded base to recruit sailors from, safely
house their treasure, and grow. After the conflict Haven IV. If at any time we should meet at another marrooner
will be in ruins and the players can have a direct hand in (that is, pyrate) that person shall sign their Articles without
shaping its reconstruction. They should be able to consent of our Company shall suffer such punishment as
determine what gets built and what jobs need to be filled. the Captain and Company shall think fit.
They will need to become pirates to gather special
components and money for the reconstruction. V. That person that shall strike another, whilst these
Articles in force, shall receive Moses's Law (that is 40
If the players simply fled (with or without the orphans) stripes lacking one) on the bare back.
they now have to brave the high seas. This can serve as a
simple enough starting point as they should have gained a VI. That person that shall snap their arms, or smoke
treasure map or piece of knowledge that should point them tobacco in the gold without cap to their pipe, or carry
in their next direction. candle lighted without lanthorn shall suffer the same
punishment as in the former Article.
If the players were taken captive by the Skullshade
pirates they will either be pressed into service aboard the VII. That person that shall not keep his arms clean, fit for
Rancid Reef, sold as slaves, or it might lead into a prison an engagement, or neglect his business shall be cut off from
break adventure. If the players are pressed into service their share and suffer such other punishment as the
there's also the possibility of leading a mutiny and taking Captain and Company shall think fit.
over the ship in a later adventure.
VIII. If any person shall lose a joint in time of engagement,
he shall receive 400 silver doubloons; if a limb, 800.
IX. If at any time you meet with prudent company, that
person that offers to meddle with them, without their
consent , shall suffer death.

Gentlemen of Fortune
44 GENESYS
Gentlemen of Fortune
GENESYS 45
Vehicle Reference Tables
VEHICLE PILOT
MANEUVER ONLY SILHOUETTE SPEED DESCRIPTION
Accelerate Yes Any Any Increase speed by 1 & vehicle suffers system strain equal to the change in speed minus 1.

Usable once per round; vehicle suffers system strain equal to silhouette to reduce damage by same
Brace For
Yes Any Any number until next turn. May suffer additional system strain to reduce critical hit by 10 times the
Impact
amount.

Decelerate Yes Any 1+ Decrease speed by 1 & vehicle suffers system strain equal to the change in speed minus 1.

Once per round; upgrade difficulty of all combat checks made against the vehicle & its inhabitants
Evade Yes 0-4 3+
until next turn.

Reposition Yes Yes 1+ Move the vehicle 1 range band.

VEHICLE PILOT
ACTION ONLY SILHOUETTE SPEED DESCRIPTION
Dangerous Make a Sailing check equal to silhouette of ship altered by current speed to circumvent obstacles or pull
Yes Any 1+
Driving off a stunt.

Make Average (dd


dd) Gunnery check with all weapons of single type & firing arc. All silhouette 4 or
Blanket
No 5+ 0-3 smaller vehicles upgrade all combat checks until next turn +1 turn per aa; hh equals half base
Barrage
damage; d equals full damage

Can only target silhouette 5 or larger vehicle. Gunnery check following normal combat rules using all
Concentrated
No 5+ 0-3 weapons of a single type & firing arc; spend a once to add damage equal to number of weapons used to
Barrage
one hit.

Choose system strain or hull trauma to repair & reduce damage by 1 per s on Carpentry check; hull
Damage
No Any Any trauma only once per encounter. Easy (dd) at less than half threshold, Average (dd
dd) for half or more,
Control
Hard (ddd
ddd), for exceeding threshold.

Target 1 enemy & upgrade combat ability checks against them twice, combat difficulty checks coming
Gain the
Yes 1-4 4+ from target upgraded twice. Easy (d
d) if same speed, Average (dd
dd) if speed is 1 or more higher, Hard
Advantage
(ddd
ddd) if speed 1 lower, Daunting (dddd
dddd) if speed is 2 or more lower.

CREW
ACTION SKILL & DIFFICULTY DESCRIPTION
Plot Average (dd
dd) Sailing or Hard
Each s removes one b
b caused by difficult terrain.
Course (ddd
ddd) Perception check

Man The
Average (dd
dd) Sailing check Each s downgrades the difficulty of the pilot's next Sailing check once.
Sails

Manual
Hard (ddd) Athletics check Only usable once per encounter. Remove 1 point of hull trauma, plus 1 additional per ss.
Repairs

Fire Hard (ddd


ddd) Leadership or Next crew member adds b
b to vehicle weapons (1 additional crew member for each additional ss). Spend
Discipline Discipline check aaa to make vehicle weapons inflict 1 system strain in addition to normal damage until next turn.

Scan the Hard (ddd


ddd) Perception Learn the target vehicle's weapons, modifications, and system strain & wound threshold. Spend aa to learn
Enemy Check current system strain & hull trauma.

Gentlemen of Fortune
46 GENESYS
Magical Maneuvers Augment (Celestial, Minstrel, Primordial) Concentrate
Base Effect: Add dd to one characteristic's checks,
Counterspell Difficulty: Average dd
dd, Range: Engaged
All opponent's within medium range upgrade the difficulty
of their spells by one until the end of the character's next EFFECTS DIFFICULTY
turn. Divine Health (Celestial Only): Increase wound
+d
threshold equal to ranks in Mysticism.
Concentrate Haste: May perform second maneuver strain free. +d
d
Spells that can be sustained through concentration last until Primal Fury (Primordial Only): Add damage equal to
the end of the character's next turn. This maneuver extends ranks in Mysticism & crit 3 to unarmed combat checks.
+d
d
that to the end of the character's next turn.
Range: Increase range of spell by 1 range band. +d
d

Magical Actions Swift: Ignore difficulty terrain & immobilize effect. +d

Attack (Celestial, Primordial, Voodoo) Additional Target: 1 additional target & 1 target per a +dd.

Base Effect: Damage equal to characteristic +1 per s,


Crit: t Only, Difficulty: Easy d, Range: Short Barrier (Celestial, Voodoo) Concentrate
Base Effect: Reduce damage by 1; +1 damage per ss
EFFECTS DIFFICULTY beyond first, Difficulty: Easy d, Range: Engaged
Blast: Gain Blast quality equal to ranks in Mysticism. +d
d
EFFECTS DIFFICULTY
Close Combat: May use at engaged range. +d
d
Additional Target: 1 additional target & 1 target per a +d
d
Deadly Gains Crit 2 and Vicious quality equal to ranks in
+d Range: Increase range of spell by 1 range band. +d
d
Mysticism.

Fire: Gain burn quality equal to ranks in Mysticism. +d


d Add Defense: Add defense equal to ranks in Mysticism. +dd
dd

Holy/Unholy (Celestial Only): Each s deals +2 damage Empowered: Reduce damage equal to s +dd
dd
+d
d
against antithesis.
Reflection (Voodoo Only): If hit by magic attack spend
+dd
dd
Ice: Gains Ensnare quality equal to ranks in Mysticism. +d hhh & attacker takes equal damage.

Impact: Gain Knockdown quality & Disorient quality Sanctuary (Divine Only): Antithesis enemies disengage &
+d
d +dd
dd
ranks in Mysticism. cannot engage target.

Lightning: Gain Stun quality equal to ranks in


Mysticism. Additional +d
d grants Auto-fire quality.
+d
Conjure (Primordial, Voodoo) Concentrate
Manipulative (Voodoo Only): Spend a to move target 1
Base Effect: Summon 1 simple tool or minion silhouette
+d
d 1 or smaller, Difficulty: Easy d
d, Range: Engaged
range band.

Non-Lethal (Primordial Only): Gain Stun Damage EFFECTS DIFFICULTY


+d
d
quality.
Additional Summnon: 1 addtional summon & 1 summon
Range: Increase range of spell by 1 range band. +d
d +d
d
per aa

Destructive: Gain Sunder quality & Pierce quality equal Medium Summon: May summon complicated tool,
+dd
dd +d
to ranks in Mysticism. rival, or 2-handed melee weapon.

Empowered: Damage equals double characteristic & Range: Increase range of spell by 1 range band. +d
d
+dd
dd
blast extends to short range if applied.
Summon Ally: Summon is friendly & obeys commands. +d
d
Poisonous: If damage is dealt target must make Hard
(ddd
ddd) Resilience check or suffer wounds & strain +dd
dd Grand Summon: Summon rival up to silhouette 3. +dd
dd
equal to ranks in Mysticism. Counts as poison.

Gentlemen of Fortune
GENESYS 47
Curse (Celestial, Minstrel, Voodoo) Concentrate Mask (Minstrel, Voodoo) Concentrate
Base Effect: Remove d
d from one characteristic's checks, Base Effect: Change appearance, or create silhouette 1
Difficulty: Average dd
dd, Range: Short illusion, Difficulty: Easy d, Range: Engaged/Short

EFFECTS DIFFICULTY EFFECTS DIFFICULTY


Enervate: Suffer 1 extra strain whenever suffering strain. +d
d Blur: Add h to combat checks against target. +d
d

Misfortune: After making a check, change 1 b


b to a face Mirror Image: Spend hhh on combat check to hit
+d
d +d
displaying f. mirror image instead.

Range: Increase range of spell by 1 range band. +d


d Range: Increase range of spell by 1 range band. +d
d

Additional Target: 1 additional target & 1 target per a +dd


dd Additional Illusion: 1 additional illusion and/or 1 target,
+d
d
plus another per aa
Despair (Celestial Only): Decrease strain & wound
threshold equal equal to ranks in Mysticism. Can not +dd
dd Size: Increase silhouette of illusion or target by 1 +d
d
combine with additional target effect.
Realism: Increase difficulty of checks to discern illusion
+d
d
Doom (Voodoo Only): May change facing of any 1 die by 1, plus 1 per aa. Can also add more senses.
+dd
dd
not displaying t or d in target's pool.
Terror: Illusion prompts Hard (ddd
ddd) fear check. +dd
dd
Paralyzed: Staggers target for duration, can not combine
+ddd Invisibility: Gains Concealment 4 to sight. +ddd
with additional target effect.

Dispel (Minstrel, Voodoo) Predict (Celestial, Voodoo)


Base Effect: Ends magical effects, Difficulty: Hard Base Effect: Ask GM Question about next 24 hours,
ddd
ddd, Range: Short Difficulty: Average dd
dd, Range: -

EFFECTS DIFFICULTY EFFECTS DIFFICULTY


Range: Increase range of spell by 1 range band. +d
d Quicksilver Reflexes: Add ss to next initivate check -

Additional Target: 1 additional target & 1 target per a +dd


dd Scry: Learn location of known silhouette 0 item within
+d
d
long range

Heal (Celestial, Minstrel, Primordial) Empowered: May ask question up to 1 month away. +d
d

Base Effect: Heal 1 wound per s & 1 strain per a, Additional Questions: Ask additional question, plus 1
+d
d
Difficulty: Based on Medicine rules, Range: questions per aa

Engaged Flash of Precognition: Add s to your check and f to


+dd
dd
enemy check, or aaa to add ss and ff
EFFECTS DIFFICULTY
Cheat Death: Spend story point to prevent your death
Additional Target: 1 additional target & 1 target per a +d
d +dd
dd.
within 24 hours.

Range: Increase range of spell by 1 range band. +d


d

Restoration: Remove 1 status effect. +d


d

+dd
dd (or
Heal Critical: If check successful heal 1 Critical Injury
more)

Revive Incapacitated: Usable on incapacitated targets. +dd


dd

Resurrection: Usable on target that has died during


current encounter. If check is successful target is alive +dddd
dddd.
with wound threshold at max.

Gentlemen of Fortune
48 GENESYS
Transform (Primordial) Concentration
Base Effect: Transform into silhouette 0 animal,
Difficulty: Average dd, Range: -

EFFECTS DIFFICULTY
Silhouette Increase: Increase silhouette by 1. -

Characteristic Retention: Retain Intellect & Willpower. +d


d

Transform Gear: Gear melds into character. +d


d

Dire Form: Animal form has +3 weapon damage, +1


+d
d
soak, +6 wounds, +1 Silhouette

Curse of the Wild: Transform target within short range


+ddd
ddd
into silhouette 0 animal.

Penalties When Casting


CONDITION PENALTY
Caster doesn't have at least 1 hand free. +b
b

Caster is unable to speak. +bb


bb

Caster is wearing heavy armor (+2 soak),


+b
b
or carrying a shield.

Can't concentrate or targeting someone Upgrade difficulty of the


different than engaged opponent. check at GM discretion

Siege Casting
You can add dd dd to any appropriate magic action to make
it affect vehicle scale.

Spell List & Notes

Gentlemen of Fortune
GENESYS 49

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